the background of this story being: Belias once again being way over his head.
But sure, he can hire someone to teach him unity (And completely forget about the rest of the theory behind making games) which is funny, because anyone into actually making games would've been able to teach himself unity in a day or so (if he was really into making games) and thus again he is missing the point behind what goes into it.
And why didn't you finish zodiac spear, that game was all about the menu man!
yeah, Belias has started some bullshit threads but this is on topic.
It's never that easy, you can see the hints of chaos seeping through, It'll be another one of those threads where a particular guy starts it looking for info and in the end never actually took anything of it in.
I didn't find any topic that have a list of engines that export to iPhone
Maratis
Unity
SIO2
Shiva
Bork3D
Cocos2d
I only know Python & C, but learning Java now for Unity Script
Most people seem to use UDK. It's been freely available for a while and there is a ton of learning material out there on it. Plus they keep polishing it and updating it with new features, and releasing those updates for free. That's difficult to beat.
I'm going to ignore that this will turn into a shitfest of gifs and treat the original post without prejudice... which given his history is pretty hard to do.
At work we use a propitiatory engine, technically its 3D but we use a lot of 2D techniques. That's about all I can say on that, not that I'm barred but there isn't much use in talking about tech no one will ever touch.
At home I play around with source, UDK and Unity in that order.
Source:
I've used source the longest and know it well but the more I use UDK the more I find it replacing source. The pipeline for source just requires so much manual tweaking and head on keyboard pounding its unbelievable. I really hope Valve doesn't have to work with the same tools they release to the public, I really hope they have a magical pipeline that doesn't have any of the headaches they make everyone else endure. There has been a lot of work done by the source mod community to make it slightly easier to work with, but honestly I think Valve should of been working on that 5-10 years ago...
UDK:
Rockstars. The work they've put into making this user friendly and idiot proof is great. They still have work to do but it's amazing to work with this. My only regret is that I haven't kept up with this. In the distant past I occasionally checked in on unreal, would build a level or some models for UT and then leave it alone, finding it just as bug ridden and unfriendly as source. But since they've focused on UDK its gotten 1000x better.
Unity:
I've barely scratched the surface, I made one test scene just to see what I could do with it easily and it was a great experience. If I got a job working with it, I wouldn't mind at all. I keep wanting to go back and do more with it but since having a kid I just don't have time for big huge, complicated projects so I stick to doing smaller scale projects, animations, simple objects or a building.
I've also messed around with just about every engine that has ever been released, not that I'm an expert on all engines or take the time to get to know them all that well, I just like to at least test them out and see how they structured their workflow.
Replies
(Just so I don't get slapped in the nuts, Source and UDK)
does that mean Engines you right?
I'm not sure what you're trying to ask with that sentence, but I meant the Source Engine. It's what TF2, L4D and HL2 use.
"does that mean Engines you write?"
I'm awake from a long time and can't concentrate lol...
ps: i have never knew that valve uses "Source" engine
Nooow it makes sense
Udk, cryengine, Source, Unity, Ogre3d (:poly142:), Hero engine, Wikipedia...
^^ just to contribute.
belias: generally most folks here seem to use UDK or Unity because they're pretty artist friendly.
But sure, he can hire someone to teach him unity (And completely forget about the rest of the theory behind making games) which is funny, because anyone into actually making games would've been able to teach himself unity in a day or so (if he was really into making games) and thus again he is missing the point behind what goes into it.
And why didn't you finish zodiac spear, that game was all about the menu man!
yeah, Belias has started some bullshit threads but this is on topic.
It's never that easy, you can see the hints of chaos seeping through, It'll be another one of those threads where a particular guy starts it looking for info and in the end never actually took anything of it in.
I didn't find any topic that have a list of engines that export to iPhone
Maratis
Unity
SIO2
Shiva
Bork3D
Cocos2d
I only know Python & C, but learning Java now for Unity Script
doesn't UDK focus on FPS games?
It's a game engine like any other
[ame]
udk. i suppose.
ha thats how i started! thats from maxis? never knew :O
So ill throw some help to anyone wanting to start udk.
Udk forums - Goldmine
Mesh painting - Handy as crack
Particles and all sorts of strange - Micahpharoh's goodness
Zest foundation modular greatness
UDK central - everything and anything
Pretty much what i got on udk.
At work we use a propitiatory engine, technically its 3D but we use a lot of 2D techniques. That's about all I can say on that, not that I'm barred but there isn't much use in talking about tech no one will ever touch.
At home I play around with source, UDK and Unity in that order.
Source:
I've used source the longest and know it well but the more I use UDK the more I find it replacing source. The pipeline for source just requires so much manual tweaking and head on keyboard pounding its unbelievable. I really hope Valve doesn't have to work with the same tools they release to the public, I really hope they have a magical pipeline that doesn't have any of the headaches they make everyone else endure. There has been a lot of work done by the source mod community to make it slightly easier to work with, but honestly I think Valve should of been working on that 5-10 years ago...
UDK:
Rockstars. The work they've put into making this user friendly and idiot proof is great. They still have work to do but it's amazing to work with this. My only regret is that I haven't kept up with this. In the distant past I occasionally checked in on unreal, would build a level or some models for UT and then leave it alone, finding it just as bug ridden and unfriendly as source. But since they've focused on UDK its gotten 1000x better.
Unity:
I've barely scratched the surface, I made one test scene just to see what I could do with it easily and it was a great experience. If I got a job working with it, I wouldn't mind at all. I keep wanting to go back and do more with it but since having a kid I just don't have time for big huge, complicated projects so I stick to doing smaller scale projects, animations, simple objects or a building.
I've also messed around with just about every engine that has ever been released, not that I'm an expert on all engines or take the time to get to know them all that well, I just like to at least test them out and see how they structured their workflow.