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Many top charting 3D & 2D games by indie developers (like top ten world wide, and staying there) use the the Unity3D framework to develop their games. It saves
by elai 17y ago
Many top charting 3D & 2D games by indie developers (like top ten world wide, and staying there) use the the Unity3D framework to develop their games. It saves a ton of time, and the engine is very efficient and well developed and probably would do a better job than you whipping something yourself with just OpenGL ES. (Not to mention you don't have to learn OpenGL). The main chunk of the engine is written in C/C++ with other C libraries, but developers don't see that part and instead interface with the engine through a C#/javascript with types/Boo scripting interface and a 3D modeling interface to build objects and assets. I used it to make a game that didn't go through and I know using anything else would taken many months more of my time. If I was one of the developers who made one of those top listing games, I'd be pretty worried now about the future of my business.
Also not to mention, almost every type of game engine/game development methodology use a very similar model of main engine in c/game logic in a scripting language, and to not to be able to do that significantly decreases productivity. Baldur's gate, unreal engine, EVE online, Unity3D and probably many others.
- whatusername 17y agoThat games point is worth mentioning again. Using an engine can result in crap-ware. But is also allows developers to focus on the gameplay/story/important stuff. Planescape Torment wasn't good because it had a new engine (it just used the BG engine) - it was good because of the story/artwork/effort put into it. Apple should focus on discovery. It doesn't matter how many crap apps there are (put it this way - There's far more crap webpages than there are crap apps) - as long as I can see and find the good ones.
- kleinsch 17y agoAgreed. I'm working on a game for release in a couple months, and last week had wrapped up a two week project building a nice system for scripting game objects using Lua. I'm now in the process now of scrapping it and going back to C++ for game logic. I guess the bright side of this is that I didn't have that much script code written yet, so I don't have to port too much. :P