4 ms·
Again I would say that if he did say that, he would be correct. Sit me down in a room of 20 games, and tell me to identify unity games by simply playing each c
by Fifer82 9y ago
Again I would say that if he did say that, he would be correct.
Sit me down in a room of 20 games, and tell me to identify unity games by simply playing each computer. On the 20% chance that I can't instantly tell by looking, a wee swipe of the mouse and the complete lack of responsiveness finalizes all I need for 100% success rate.
- TeMPOraL 9y agoI could do the same, and I could also tell you which games were made with Unreal Engine, which with Source Engine, etc. Game engines have distinctive traits that are hard to eliminate from a game but easy to notice while you play. That isn't an argument against Unity per se.
- Fifer82 9y agoIt is with Unity because it equals bad performance. It isn't like other games which, if you throw a beefy rig at it, you get more performance for the most part. It has a "It is 2001 and my Flash Player Animation is running at 24fps and the fans are burning out" feel to it.
- adanto6840 9y agoIt is most definitely possible to achieve great results, including performance, with Unity. It requires creating the game from the ground up with code, though -- and that does not seem to be the audience that Unity markets towards the most. That said, it's not easy though it is certainly doable; it basically means you're using Unity largely as a "rendering pipeline" which may or may not be overkill, depending on the use case/game in question.
- Fifer82 9y agoFinding any information on "Pure Code" setups for unity is impossible. As in, I think http://jacksondunstan.com/ http://jacksondunstan.com/ has the only article on the internet.
- adanto6840 9y agoI know this is an old(er) post now, but thank you very much for the link. We actually had not seen that site before, and it's a treasure trove of fantastic information -- some of which we've found out ourselves, much of it new to us altogether. You're right -- there's very little written on the topic. Though Unity has a fantastic community, and a large swath of information & user help to be found, a lot of it is directed at the newer/simpler developer (or mobile specifically). Much of our work, and findings, has been derived from running our own tests & benchmarks as well as reading research/white-papers. In general, we've kind of found that many [advanced] game dev related topics are not well publicized or are fairly tightly-held. Our best source of information for things like highly advanced pathfinding, or low-level & high-volume multi-agent modeling/simulation strategies, have come directly from published academic research which has also been a treasure-trove of information. We've read more research the last year or two than we did through all of school and the first ~10-15 years of our careers combined! =)
- andrewflnr 9y agoOut of sheer curiosity, what are the tell-tale signs of other engines?
- moron4hire 9y agoThat has more to do with Unity being more accessible to beginners, thus more titles being released by less experienced people.