Just a few random questions.

Hello! These are just random questions:

  1. I am almost done creating a destruction system in Unity. I plan to release the source code for free, but I am wondering, is there any other competing and free destruction system? I strongly believe in open source code for systems like this.

  2. I am going to build a new PC soon. I am thinking about getting the i7-5820k extreme processor. This processor has 6 cores! My computer right now is very slow with Unity when it comes to compiling, quickly starting up and debugging. Do these 6 cores help performance a lot more than a gaming processor like the i7-4790k? I do use engines like Unity and UE4. I also have to compile code a lot and on top of that, handle many applications at once. Which is best? (Price is not a problem)

  3. My game looks horrible without bloom. It is very cartoony and full of color. I plan on making a trailer soon to put on Greenlight but I want my game to look great (unity indie here). What other alternatives do I have to make the graphics nice?

Thanks guys

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Do you have a solid state drive? Magnetic storage is notoriously slow with small files due to seek time (rotating platter, moving drive head, etc) whereas a solid state drive does not suffer this problem. Upgrading to an SSD will produce a much greater increase than the CPU upgrade you are suggesting.

If price is not a problem as you stated, why not upgrade to Unity Pro?

It will of course be MIT licensed, right? :stuck_out_tongue:

Just kidding, your code should be licensed as you see fit :smile:

No I do not right now but the new build I am making includes an SSD. So do you believe I should get the i7-4790k?

I was talking about the price of the processor, but yes I will be saving up for Unity Pro when I get the chance. Right now it will double the price of my pc ahha!

Well it will be open for anybody to use / modify / distribute. IDK what license that is haha. The thing about my system is that it is dynamic, meaning the mesh will split at runtime. It is not pre-calculated. So that is a problem hopefully the community can help me fix. I also would like this code to grow and evolve so that nobody has to shell of $50 for destruction systems that might not even work like they expected! :slight_smile:

Anyways, can anyone else provide some answers to my questions too? I would like more opinions on this. Thanks :smile:

I don’t know how much it would really affect anything, so at best I can only really compare the CPUs. The i7-5820k has more cores and a nearly double L3 cache size, but the individual core speed is also quite a bit slower.

You may want to compare benchmarks between similar products such as Visual Studio. Assuming you can find any.

The MIT license is basically an “as is” license. It is meant to be easily understood too.

http://opensource.org/licenses/MIT

If you’re using Unity Free, the quality of the graphics will mostly come down to the raw quality of your 2d/3d assets and your lighting since you’re limited in the kinds of postfx you can use. You can still make something that looks decent though. Stylizing your game with toon shading might be a viable option. Without seeing your game its hard to say what you should do, but post a screenshot and we can take a look.

You may also want to try the ReadPixels equivalents for various post processing effects.

WOW im speechless! This is all free? Pretty awesome! I will use that for a trailer and switch when I get UPro. Thanks for this one! :smile: :smile:

Not good performance at all though, if I remember correctly.

$50 is nothing, though. I’m also all for open source, but don’t take that route based on the misguided idea that your work isn’t worth paying for.

$50 less than an hour’s worth of a professional programmer’s time in most countries. Do you honestly think it won’t save people at least one hour? Or add more than $50 of value to someone’s project?

If you go OS, do it for pro-OS reasons, not anti-money reasons.

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Yeah but the thing is, a huge portion of Unity’s user base is hobbyists. So even if it would save people more than $50 worth of time, there are more than plenty of people who are still not willing to pay that.

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Haha good point. Im not really anti-money but I understand your point. My goal is just to have a community directed destruction system. If someone feels that a feature is needed, him/her can fix it themselves. I am only providing something that is very barebones and aimed at my project specifically.

Correct. RenderTextures allows you to render directly into a texture. ReadPixels has to copy the pixels from the framebuffer into system memory where it has to be copied back into a texture. It is much slower and can quickly use up bus bandwidth.

It should do the job though for Greenlight screenshots and videos.

I suspected this was the real reason. :stuck_out_tongue: