How Unity3D Became a Game-Development Beast
Nerval's Lobster writes "In the early 2000s, three young programmers without much money gathered in a basement and started coding what would become one of the most widely used pieces of software in the video game industry. 'Nobody really remembers how we survived in that period except we probably didn't eat much,' said David Helgason, the CEO and co-founder of Unity Technologies, maker of the Unity3D game engine. A decade later, untold numbers of developers have used Unity3D to make thousands of video games for mobile devices, consoles, browsers, PCs, Macs, and even Linux. The existence of Unity3D and similar products (such as the Unreal Engine and CryEngine) helped democratize game development, making the kinds of tools used by the world's largest game companies available to developers at little or no cost. This has helped developers focus less on creating a video game's underlying technology and more on the artistic and creative processes that actually make games fun to play. In this article, Helgason talks about how Final Cut Pro helped inspire his team during the initial building stages, how it's possible to create a game in Unity without actually writing code, and how he hopes to make the software more of a presence on traditional consoles despite Unity3D being several years late to supporting the PS3 and Xbox 360."
I appreciate that Unity 3D allows small teams or even individuals to produce games that would not otherwise be possible due to monetary and time constraints, but the engine itself is still somewhat lacking and results in games like Receiver, which should be playable on relatively old systems, but instead occasionally drops frames on even modern hardware.
My only experience with Unity is seeing how its Oculus Rift support has made rapid prototyping of games possible. The headset was out for literally days before the first demos started popping up.
How in god's name do they dodge a bundred million patent lawsuits?
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
Allowing more open development is fantastic. However, the summary (and really a ton of people) have the relationship at play with games backwards:
"This has helped developers focus less on creating a video game's underlying technology and more on the artistic and creative processes that actually make games fun to play."
The underlying technology, however, is the essence of the game. It's what tells us how mario moves compared to sonic or y metroid cant crawl. The artistic and creative process, while quite important, largely affect how a game is presented visually and thematically. The rise of one-size-fits-all platforms, designed to be broadly used not only between titles but between genres and platforms, has led to a massive homogenization of gameplay. Gameplay, of course, is what makes a game fun to actually play. Setting is not gameplay. Writing is not gameplay, and graphics aren't gameplay.
Yes, these platforms are customizable, but the distinctness that came with each game or class of games has largely been lost as games increasingly rely on generalized engines. Unity and Unreal (and various other engines) are great, but they're not responsible for freeing developers to make experimental games. To the extent that is happening, it is despite of, not because of, those engines.
The existence of Unity3D and similar products (such as the Unreal Engine and CryEngine)
That's reaching, big time. Unity is great but they aren't in the same league.
http://www.youtube.com/watch?v=toAEQTsidvg
I had to do it.
This has helped developers focus less on creating a video game's underlying technology and more on anti-piracy tecnology, ad-serving technology, nickel and dime technology.
http://unity3d.com/unity/multiplatform/desktop
Well, Unity does contain a lightmapping tools named 'Beast'...
how it's possible to create a game in Unity without actually writing code
Kinda like how you can build a car out of legos without doing any engineering.
Better known as 318230.
I'm grateful because they now support linux and now we have more games. Humble bundle showed that there is a linux market, only a little smaller than the mac one and with steam also supporting linux there is already some pressure to other engines to also support linux (or risk losing some market share on a highly competitive market). Due to this CryEngine is already being ported to linux (sadly still with unknown release date) and several other companies with in house engines are also testing the linux port.
Again, thanks for your support, unity
Higuita
The underlying technology, however, is the essence of the game. It's what tells us how mario moves compared to sonic or y metroid cant crawl.
"metroid can't crawl"? Do you think Halo is a "pretty cool guy" too? Let's correct that for a bit:
In terms of a familiar MVC-style abstraction, the 3D engine forms part of the "view" on top of a "model" containing game mechanics. The model generates new positions for the game objects, and the view draws meshes at these positions. The model could be implemented in Python, Lua, JavaScript, or assembly language for an 8- or 16-bit virtual machine for all anyone cares.
Yes, almost too much good games coming up for Linux.
Survivorship bias is around to make very probable you starve to death or lose most of your money as they almost did.
A coworker spends part of his free time collaborating in a non-profit project that recreates clandestine detention facilities during the last dictatorship here in Argentina, and Unity makes their work much easier. You can check it out at http://www.ccdtye-caba.com.ar/home.html (in spanish only)
the development environment only runs on Windows or Mac
Does Unity3D have a public bug tracker? If so, file bugs for problems encountered while running the Windows version in Wine. In fact, file them against both Wine and Unity3D.
i like unity. very simple and nice engine that only gets more complicated as your project gets more complicated however there are a lot of downsides to it. but everytime i ask for support i never get any so i guess they dont support unity just make unity.
Running something under wine does not qualify as runnable under Linux.
From the point of view of Linux and X11, Wine is an executable format (PE) and a UI toolkit (like GTK+ and Qt and GNUstep and SDL). It's not like Wine is an emulator or anything. If an application that works in a free reimplementation of the Win32 API isn't "runnable under Linux", then an application made with GNUstep isn't "runnable under Linux" either because GNUstep is a free reimplementation of the API now called Cocoa.
Plus, I the distro I use doesn't support wine on a 64-bit platform yet.
Then your distribution is broken, and you may want to build Wine from source in a 32-bit chroot.
I do my share of cursing over Unity's idiosyncracies, but looking back at it, what Unity has allowed our small studio to do - seven people, we've built mobile games, X360/kinect games, e-learning, transmedia projects, and have PC and Wii U projects in the works.
Messy as it is, it's been a good investment. Each step in learning Unity has carried over to the next project in some way. I started out as a graphic designer, for instance, and now know my way enough around the necessary rendering choices and shaders to optimise for most anything.
Well, Unity does contain a lightmapping tools named 'Breast'...
FTFY
[Wine] takes an existing binary compiled for a particular operating system/platform
"Platform" is nebulous enough to allow this. Qt and GTK+ are themselves "platforms" in a sense.
and runs it on a different one from that for which the binary was targeted. That makes it either a virtual machine or an emulator.
"Virtual machine" is closer because an application that uses Wine executes as a user mode process directly on the CPU without an interpretive or dynamic-recompilation step. Perhaps paravirtualization is even closer, as Wine could be considered a clone of Windows designed to run as a guest within a UNIX or UNIX-clone operating system. Is support for Linux applications in FreeBSD an emulator?
I see Unity being talked all over the place. I'm not a game dev so I never really used it, but from the videos and tutorials I've seen, it seems to be a quite nice IDE+game engine kit to work with. However, I can't help but to feel that everything good about it is superficial and on a real world application it sucks. Why? Never played or heard of a single good(neither good as "in my opinion" nor good as in "critically acclaimed") game, indie, hobbyist or mainstream, that uses it. There must be a reason for that.
Just a question, is Unity3D connected in any way to Ubuntu's Unity, or do they just happen to share the same name?
Yeah, I ran into this myself. It's one of the main reasons I'm still sticking with FOSS kits such as Ogre3d etc. Actually Ogre does pretty good graphics-wise, but lacks internals for things like advanced collision detection, precise ray-casting, physics etc.
It's a nice engine for people who want to get going quickly and it's very artist friendly which is ideal as coders shouldn't be fucking around with art related tasks. On PC/Mac, I could definitely look into Unity but for mobile I'll avoid it for another little while as it IS pretty CPU heavy. Their C# like script language (mono) runs on a mono-emulation layer which interprets the byte code at run time which is nice to make it platform agnostic but it will cost you! I'm not sure if this has been upgraded to do JIT compiling.. I would hope they did but a lot of coders I know who are doing mobile projects with unity have speed as their biggest complaint! Even simple games with minimal geometry and shaders doesn't run nearly as quick as it should!