Hi all,
New Unity user and first time poster here, so be gentle with me ![]()
My question is basically in this posts Subject line: “Can Unity be used as a 3D Graphics Engine?”
To extend that further, could I use it to:-
- Present windowed 3D graphical views embedded within a Windows application
- Create whatever graphical objects I need to build my ‘world’ on the fly
- Have the position, orientation of all objects controlled by my app in real time (driven by an external dynamics & physics engine - AgX)
- Present multiple 3D views, embedded or full screen
- Use shader (or Unity) controlled particulate effects where I can query Unity for the pos & ori of every particulate so that I can serialize this info for accurate replay
- Ditto for localised fogging effects
Essentially I only need to use a fraction of what Unity as a whole provides, but from a quick skim of the documentation it doesn’t appear to provide a low enough API to let me do that.
Currently an old version of Ogre is being used with a wrapper around it to let us use it in C# and provide abstractions to manage meshes, textures, shaders, etc. The application is a simulator / trainer / real time visualisation aid / engineer tool.
I’m exploring different alternatives, seeing if it’s possible to use any of these game engines and how much work it would be compared to rewriting our wrapper around the latest Ogre. They would seem to provide everything we need, at the abstraction level that’s great for us, but I’m not sure if they will let us use them as we need to.
Many thanks for any help!
Richard