Hi guys,
In our search for the ideal gaming engine we are getting more and more confused! I just found the Unity game engine. I looked at all the tutorial videos and demos and I am quite impressed, especially by the sneak preview video of Unity 2.0. I was about to look for a trial when I found out that this is mac only :-(. But apparantly a windows make will come out sooner or later. I am not in a hurry and I looked on the forums finding that right now all efforts are put in the new Unity 2 release and afterwards the windows launch is planned. I saw another thread about this, but no real answer, do the developers have an idea whether this windows version will take a couple of months, a year or more then a year and will this windows version have all the features of the mac version?
We are currently using another 3d engine which forces us to do a lot of coding. Basically we have to code every single aspect and we are in doubt if we will ever be able to finish it. We want to make a golf game as an extension of the services we provide. It has to be reasonably advanced in terms of gameplay and graphics. We are not looking for quality as EA’s Tiger Woods game but we do strive to end up with a professional commercial product that deserves its place in the 2007 gaming market although our target is not really the regular gamer. So our main question is, will Unity3d and its features be suitable for us and should we consider to buy some macs?
Below are a number of questions that are the most important for us.
Physics engine:
- Can you apply a force to the ball once the animation of the main character reaches a certain frame (ballflight starts when the clubhead arrives at the bottom position)? This is probably a yes, but I ask it anyway!
- Let’s say we import a mesh made in 3ds max for the landscape. Can the physics engine return the group ID of the terrain mesh once the ball collides with it so you can add forces to the ball depending on the group it collides with? I saw the excelent features of the terrain options in Unity 2.0. Will we be able to use those features for our game. Meaning is this terrain system based on a grid or can we add detail to it and create the highly detailed hole in it? Second, will we be able to implement collision detection for specific parts of the landscape, ball stops immediately when it lands in sand, ball stops quicker when it lands in rough, ball either gets backspin or rolls longer when it lands on the green, etc.etc.?
- How bullet proof is collision detection? In the game engine we now use it occasionally happens that the ball goes through the terrain!
Cameras:
- When the player arrives on the next hole we would like to move the camera smoothly over the complete hole ending behind the player. Does Unity has a simple to use system to implement camera paths?
Terrain:
- Does unity support texture splatting (unity 2.0 new terrain options) on imported meshes or only when the terrain is created in Unity itself?
- Does the engine has an integrated lod system?
- In the preview video I saw some bending features for trees. Does this mean unity will come with a library of trees (if so when can we expect a list of the tree types?) or can the features be applied on custom tree meshes imported into Unity3D?
Character:
- does unity support normal maps taken from a hi poly version of the character?
- does unity support rotation of bone id’s, and can it perform matrix transformations? For example when the character is positioned on an undulated part of the terrain, we would like to be able to bend knee/hip bones and get the normals at that position of the terrain and transform the foot bone matrix so it will be aligned according the normal of the terrain at that position. Is this possible or can you only align the whole character with the normal of the terrain at that position?
- can you attach meshes (golfclubs) as a child to the bones of the character (golfer) so it follows the bones animation?
General:
- It seems the new shadow system will be quite advanced. Does it support dynamic soft shadows on the trees? And if so how fast is this? Can it actually be used in a game like ours with a terrain with 50-200 trees, fullscreen (so reasonably big texture files) or do you really need an advanced computer setup to run this smoothly? I am asking this because in the current engine we use the fps drops dramatically after applying shadows!
- What types of texture rendering are supported?
- None of the demos I tried seem to have antialiasing. Is this supported?
- Do the standalone games run on Windows just as fast as on the mac?
- The demos I saw were all windowed in a small size. Are there any fullscreen PC standalone commercial demos (ideally with landscapes and trees) available
so I can see what it is capable of in Fullscreen mode? - Obviously we will need to buy Mac’s. From which Mac does it start to become interesting and will we be able to use Unity3D in a decent way?
This has become quite long, my apologies for this! We are not using macs but are quite willing to move over to it if Unity3D is the right engine for us. But, obviously, we will need confirmation first that with Unity we can do what we want a come up with a commercial golf game.
Many thanks anyway for reading all of this
Raoul