So I just downloaded the Unity Demo for windows and I have to say its really impressive. I have never seen a game engine that's so easy to use. The learning curve was almost non existent thanks to the help buttons and excellent documentation. Importing a model from Maya was as simple as saving my scene and then directly…
As a torque user. There is no Colladra support in TGEA. You have to use an ancient method of having null groupings and bounding boxes. "assets dynamically reloading and refreshing in game so you can just export and see your work instantly." Are you sure your not thinking of the next Gen Engine that they are touting now?…
there is a opensource engine framework for the iphone by the lead engine coder of GTA and editor of the shaderx books. The framework was also used as base for the torque iphone engine. That said it's more a framework than a engine, and more for the coder types, but it has physics, graphcs, iphone related input... a very…
Well, I will let my boss know, but turns out our programmer wants engines with access to source code. Not locked out of it. I can understand his point though. Why are so many engines locking that off from developers?
Okay, question for all of you with experience working with Unity. Let's say I wanted to create a simple MetroidVania platformer. Nothing too fancy. Player character jumps around the environment and shoots. Enemies follow fixed, pre-defined patterns. 3D graphics with 2D gameplay. For the moment we'll assume that there would…
Polysoup only works well with simpler meshes. You still need a collision mesh for assets and things like vehicles. Otherwise the system goes to a crawl. Your right, I did misunderstand you, but I can tell you MANY TGEA users are very upset with how Garage Games is handling this whole shift to their next gen engine. From…