![]() ![]() The way I want to implement planets in my game may be vastly different than how you want to implement them in yours, though. ![]() You have to agree that it'd be impossible for a game engine to include a tool to fit every single use-case need, right? So let's say Unity includes their own voxel-based planet generator. The choice to use it was one you made as the developer of your project. I might argue that if an asset is bloated and convoluted, it's not one you should be working with anyway. Phones also don't have the computing power to even warrant the "other" engines capabilities, so those won't be considered.Ĭlick to expand.Again, I didn't need to do all those things because my game was much simpler. Unity is obviously going to be preferred for Mobile because nobody wants a 500mb app on their phone. In UE4 this must be handled through code or a Blueprint. OF COURSE Unity has some advantages such as drag-and-drop setting of variables within your components. "My product has half the features of that "Other" product, but you should buy mine because with a lot of hard work and purchases on our Asset store, my product can be just as good.Trust me, it can do AAA productions, yet there has been none to prove this statement.oh yeah and they cost the same amount of money up front." Just imagine making that sales pitch in the corporate world and being laughed out of the room. I don't know what world you live in where you see a product being stripped of features as a sales point. It is about one engine being void of certain functionality and what it would cost to bring it up to par. This isn't about one engine being better or worse than another. ![]() Yes it can get old creating things that should be there, but then again - creating these systems gives me a new found respect towards this art and makes me appreciate the things I do have and the knowledge I have gained doing so.įYI, in the business world."enough hard work" has a cost associated with it. Learn how to optimize (A trait that is important to lots of companies btw). Granted as mentioned before other engines such as Unreal do have better rendering power, so in Unity - IT CAN DO IT, but it's again - based on hard work. If I don't need a superior render thread then I don't want it, there's no reason unless I'm making AAA games.īut then again - Unity can make superior AAA games compared to Unreal (IF - you put in hard work).īut being Unity has now released the Cinematics Image Effects, and went to GGX Lighting Model, there's really no excuses now for competing in terms of Graphical Fidelity. It gives you the general purpose any type of game workflow. So the way Unity works in my opinion is perfect. So unlike ('Other') Engines, they are made for highly detailed games, yes they can run mobile games, but because of the powerfulness of them other engines it likewise takes higher computing and drains mobile batteries quicker. There's a reason Unity dominates the mobile market, - it's for the same very reasons that make Unity great,īecause it's made for in-general purposes. It is good for any type of game if you are willing to put in a little work. And another post about why Unity supposedly has down-sides.īut not gonna complain about that, but I will point out some pluses of Unity. ![]()
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