The thing about this engine is that it reminds me a lot of Unity… except its a little bit more polish visually (with nifty utilities that are similar to the ones you can find in the Unity Asset Store) and at the same time its also very rough around the edges. It seems to be aiming similar to Unity - trying to be multi-platform and targeting DX11 and OGL ES 2.0+ mobile devices.
If we can one day make artificial simulations that are indistinguishable from reality (and at this rate we will be able), then it’s possible that hundreds of thousands of years have passed since recorded history and countless different reality simulations have been made like the matrix. It is mathematically more likely that we are in a simulation ourselves rather than being the one original reality.
Highly unlikely… there profits are up from last year.
Anyway, this looks great, I saw the demo but I think they show the PC version maxed and then the other versions will be massively shit compared… (PS vita I’m looking at you!)
Oh and there are flaws… they should not have shadows when there invisible.
I guess it depends on why they are invisible. Something that simply projects the image around them onto their clothing would still have shadows underneath…
I’ve got most of this done in the simian framework I have, it’s capable of a lot of effects all playing off each other (similar to a deferred render but manually done thanks to render textures, and a few tricks). All this is doable in unity today, but unfortunately the biggest issue is always the time taken to create a framework and shaders for the epic look you’re looking for.
In short, its hard work. Tools look a little too un-user friendly for my tastes at the moment, but its still my fave “look” of current AAA engines out there
Yes. Unity provides a renderer, it’s up to you what you render with it.
Other engines look “better” because they have cooler stuff out of the box. Engines which allow lower-level access to the rendering system might let you implement things in a more performant manner, but I’m not experienced enough at effects programming to know.
Orochi is amazing, but almost all its tools and docs are localized for japanese devs only.
The other one, all I saw and know about it is that most of its tools are based on Autodesk Maya, very customized, modified Maya package.
What you are seeing with this engine is the result of hard work. For example you will have a lot of power the moment you render to a texture. From that you know what is light, what is dark. You can use mipmaps or render to a smaller texture for blur, for threshold (light sparkles) and other tricks. You can render the final composite onto another mesh for the end post fx - and all this can be done on mobile with reasonable framerates (I imagine not with shadows so something will have to give on current hardware).
I don’t know what is more sad - users being surprised at this being done in unity, or the fact people are unaware unity can do this in unity pro out of the box with some careful tweaking. The reason we are essentially duplicating unity’s own post fx with our own twist on it is because of speed, our versions are less accurate, take more time to author (tweaking specific FX meshes for example) and so on, so we can get a good looking mobile engine up. In The other Brothers, we’ve got an array of these effects already, although retro doesn’t show it off that good. Stuff like vignetting, colour tinting, screen burn, it’s all in there but played down. And it works nice on mobile.
The question isn’t “can unity do this” but “how to make it fast in unity” and “how much does all this artwork cost?”