Making a web-based RTS, considering Unity3d...

Im making an RTS and im in the pre-production stages. Im considering the Unity3d engine because someone recently referred me to it, but I still have some concerns about the speed of the platform as well as its flexibility for rendering, post processing, and a number of other key issues.

One of those key issues is the downloadable plugin itself for playing online. The game will be free to play online and I want it to be playable from virtually any computer that can run a web browser (barring processing power of course). That includes computers that may potentially have administrator restrictions on them for installation or running executable files, such as library terminals and whatnot.

Does the Unity3d web player plugin set off administrator issues in windows… or could the web player plugin itself be included in the online package and emulated without installing it? This is a central and key issue and will determine if Unity3d can be used at all (period… the end).

Another issue I am concerned about is texture mapping on objects. I intend to have randomized textures for objects which will have a repeating (tiled) texture on them. Each time the engine would duplicate the texture again on the object it randomly chooses from X number of textures in that set (say, 8 variations) instead of just using the same one over and over again.

I will also be including destructible terrain and environments, with missions/maps designed using a random map generator… so I also need to know that the engine can put together a map from individual map blocks or sections that would be pre-made.
And as well, allow modification to the 3d structure of the map because of gunfire and explosions… unlike other games such as Unreal or ID engine which treat the 3d map structure as indestructible.

Another key issue, with the web playability, is of course Speed. While I would be keeping polycounts to a minimum, and indeed there wouldnt be much need for high polygon models since they would be relatively small on-screen… I need to know that the engine itself isnt going to be a dog on the system regardless of what is being put onscreen.

So do you all think this is feasible with Unity3d Pro, without having to modify the game engine itself?

None of your game engine requirements like the randomised tiled world are a problem. People have demonstrated MineCraft type worlds built from scratch that are way beyond what you’re after. It’s just scripting.

The issue is the webplayer plugin.
There is only one 100% guarantee that it’ll work on every PC/Mac on the planet, and that is the plugin is bundled with every browser. I remember there was talk of UT getting it bundled with Chrome, etc. It’s the same situation for any software that relies on a plugin, download or driver patch.

I wouldn’t worry about it getting blocked on the 0.001% of all machines out there and just get on with it. :smile:

Your concerns can be easily handled with unity but a good gameplay + good graphics may force you to write some external libraries to get decent performance especially for the ai part. Rts games are known for their cpu hunger. I have experienced that unity script(c#) is about 2 to 5 times slower than pure c++. So the scale of your game is the parameter rather than unity.

You can check my little attemp to make a rts game here.