Unity 3D is now free!
According to the license it doesn't include dynamic shadows, non-fixed function shaders, or post processing effects, isn't that going to pose an issue for most projects?
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Quote: Original post by Dreddnafious MaelstromIt has non-fixed function shaders (in fact, I'm pretty sure there's no fixed function support in Unity at all - it's all shader-based). But anyway, there's no difference between the "free" indie license and the old $199 license in that respect so you're not really losing anything.
According to the license it doesn't include dynamic shadows, non-fixed function shaders, or post processing effects, isn't that going to pose an issue for most projects?
Quote: Original post by Dreddnafious Maelstrom
According to the license it doesn't include dynamic shadows, non-fixed function shaders, or post processing effects, isn't that going to pose an issue for most projects?
It doesn't include dynamic shadows out of the box. There's nothing stopping you from implementing them yourself.
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The shadows won't really pose an issue so much as they are a hindrance. Like Fiddle said, they can be implemented, just not out of the box. Yeah, it'll take a bit more time to implement, but the Unity engine is better than starting from scratch.
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Quote: Original post by jackolantern1Yes but Unity 3D Pro costs $1500 per license.
Nice comparison! However, TGE and TGEA are now no longer available. Torque 3D is now the dominant product of Garage Games (or whatever they are going to call themselves now..."Torque Powered" or something like that?). Torque 3D is $1000 for an indie license, though.
I've been recently looking at both these engines for a potential new (funded) project and they seem fairly equally placed, Torque appears to have more tools perhaps.
The Unity3D free license also has a clause:
Quote: Companies or incorporated entities that had a turnover in excess of US$100,000 in their last fiscal year must use Unity ProNow I don't know if such clauses are even enforceable, but it's a spanner in the works. Say an indie game company is making $100k/year (pre-tax) between 5 developers and wants to test out Unity3D. Appears they can't use the free version for prototyping, but would have to spend $1000s just to try it out. That means it's unlikely also that the many 1-man companies can use it.
EDIT: I wonder how that $100k figure works for companies not trading in $US. Turnover could under or over considering the exchange rate has varied between about 2:1 and 1.5:1.
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You have to use the Unity Pro License for over $100,000 turnout per year? That's a really, really, strange clause, cause I don't think that anyone can enforce it that easily. I hope there aren't more clauses like that....
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Quote: Original post by FiddlerYou don't get the source-code, or do you?Quote: Original post by Dreddnafious Maelstrom
According to the license it doesn't include dynamic shadows, non-fixed function shaders, or post processing effects, isn't that going to pose an issue for most projects?
It doesn't include dynamic shadows out of the box. There's nothing stopping you from implementing them yourself.
Quote: Original post by d000hgQuote: Original post by FiddlerYou don't get the source-code, or do you?Quote: Original post by Dreddnafious Maelstrom
According to the license it doesn't include dynamic shadows, non-fixed function shaders, or post processing effects, isn't that going to pose an issue for most projects?
It doesn't include dynamic shadows out of the box. There's nothing stopping you from implementing them yourself.
Neither do you get the source code for Doom 3 or Crysis, yet you can still write your own shaders. Your point?
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Well I'm not a shader developer, but is it really just a case of plugging in new shaders? You don't need to expose anything extra from the code?
Quote: Original post by jackolantern1Quote: Original post by eedok
Well the difference between Unity and Torque, is Torque you start off with example games then you mod them until they're what you want them to be where Unity is more like a blank canvas where you just do what you need to. Unity also has support for like 3 different .NET languages which are standardized where Torque uses their Torquescript. Unity is also set up in a way in which everything can easily be scripted, whereas in Torque a lot of changes require changes to the source code(an easy example I can think of air control in FPS games). Another difference is Torque by default makes your game client/server whereas in Unity it's optional.
This is just my observations from 5 months of TGE 1.5 and 3 weeks of Unity 2.5/2.6
EDIT: also also mitten's comments
Nice comparison! However, TGE and TGEA are now no longer available. Torque 3D is now the dominant product of Garage Games (or whatever they are going to call themselves now..."Torque Powered" or something like that?). Torque 3D is $1000 for an indie license, though.
Well if there was a viable upgrade path to T3D in a price range I could justify it would be a comparison to T3D, but since the upgrade to T3D costs more than a PS3 + Wii + 360 combined I can't justify the upgrade, especially with all my attempts with Torque not resulting in anything worthwhile.
Quote: Original post by Dreddnafious Maelstrom
According to the license it doesn't include dynamic shadows, non-fixed function shaders, or post processing effects, isn't that going to pose an issue for most projects?
I can't remember the last time I was playing an indy game and though, hey this game is pretty bad, but if it had better shadows, and maybe a bit of motion blur and bloom it would be a lot better
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