i hate when somebody makes a post like this and doesn’t respond to the comments or emails….
I would have to agree that Unity is for minor players, which is probably why I am using it. I think anyone who makes anything at all with it is porting to phones. A lot of great games have been made with the Unreal engine, so I would disagree there. Probably the most from any engine.
I got 220 fps on my 680GTX. Very impressed with this example level. Would love to see how Esenthel could handle a more taxing benchmark like Unigine’s Valley demo.
Almost forgot to reply…
well I didn’t mean to sound like a **. I honestly never actually did that (I just mute sound and let them try to catch me), but I know a man who actually put them to court. He was receiving like 3 or 4 calls like this daily for almost a month.
Being him, I probably would do the same, it would just become too annoying.
None of the games I work on use an engine. Or rather they all use libraries of code they have written themselves, rather than an engine.
As far as I am concerned, Unity and the ilk are for minor players. Unreal has a better reputation, but not much.
Porting games from one platform to another is big business, I should know. It’s my main job :>
I’m sticking with Unity mainly because it exports to so many platforms. If I change engines too much, I end up not doing anything, and I’m used to Unities problems. I think Unreal free version, whatever that is, would be my next choice and maybe should have been my first. I didn’t have a computer that could run it decently, but now, even my laptop runs it just fine. A game is mostly a personal challenge for me so it doesn’t matter very much. I’m interested in doing a larger story than I’ve done before and that doesn’t really have much to do with an engine. Speaking of larger stories, I’m currently playing Brothers: A Tale of Two Sons, and am really blown away by the mixture of story and physical puzzles. What’s amazing to me is I hadn’t even heard of it until I saw a half price sale on Steam and just bought it to take a look. It just shows the kind of quality that having these engines is causing. It uses Unreal. I would hate to be competing in the commercial market right now.
Ive used unity, coding in that engine is no cakewalk. dealing with physics and graphics are not difficult with unity. agreed, but these two aspects can be worked around. if the coding structure is difficult. you can not work around that. I think you settled on unity, as your main engine. have you considered an engine with less popularity. but may allow for more productivity because of a better code structure
For sure the guy who made the call would lose his job over it, though, and that would just be mean. Stainless had his fun already, no need to get lawyers involved. :)
Haha, this made my day. I’d try contacting phone services about information about the call - as you clearly made a bet in it, which is an agreement (and in our country, agreement over phone is an agreement), also most phone calls are stored for I think 2 or 4 weeks, so you could clearly start a lawsuit against them in my country.
I actually do use geothermal. That’s the real funny bit.
The complex I live in has a geothermal plant built into it.
I’m fairly comfortable with Unity, but still have a ways to go. Actually, I’ve found it to be kind of hard to get used to because everything has to be done the Unity way. The editors make up for it, but I think the way it’s scripted is kind of round about and hard to organize. It seems kind of backwards in a lot of ways. I have to spend hours pouring over the script reference to figure out how to do something. The tutorials are full of details, but short on overall organization. A game manager class would have been a good idea. Most tutorials don’t even use one, so your stuck figuring it out yourself. The first thing most people do is start adding way too many scripts on the main character, GUI, everything. I’m still not sure I have it the way I want it, yet, and I’m working on about my third try at a game. I would have to say, scripting wise, it’s the most awkward engine I’ve ever used. On the plus side, it’s the easiest engine I’ve ever used to get a model into it from Blender, other than the Blender game engine. The GUI is pretty decent for a built in. The physics are decent and built in. All in all, good, but scripting, blah.
“Don’t call me Sir, I work for a living”, haha. Personally I would have told him I use industrial craft’s water mill generators to power my house. It only costs 4 wooden sticks and blocks. If he’s a savvy gamer, he’ll realize he’s been jested.
I actually made 45 dollars from them from a law suit that somehow had my name on the mailing list. Right now I’m just being called by the charities. They’ve kind of ruined it for themselves because I know if I give them any money at all, I will be hounded for the rest of my life because then my name goes on the very current sucker list. I bought something from these handicapped people once, but it turned out handicapped meant they wore glasses. The overpriced trash bags they sold me rip all the time and I’ve had them forever because I hate them.
Not sure if markdown supports some sort of html syntax that would allow us to reference a PHP powered polling app. Worse comes to worse, we just spam our votes here in the chat :)
Excellent tutorial. If any Linux users are having issues compiling, it seems that the makefile in the Linux port is missing the the ALUT library link. In order for it to compile properly, please modify the COMPILEFLAGS in ‘Makefile’ to include ‘-lalut’. It should look similar to the following:
COMPILEFLAGS = -lopenal -lalut -logg -lvorbis -lvorbisfile
It is contract work which will last until project completion. It is off site which means you can work from home.
Well now Xmas is over, I suppose we should close this down.
Does anyone know how to set up a voting system on Devmaster?
We should try and get people to vote on it.
Give us a few more details please.
Contract work, permanent, location, on site, off site, etc.
I have written very thorough documentation on a great deal of the software already which had been broken down further by the lead programmer. We still do not know how long these pieces will take. As undetailed as the above list is, I thought someone might be able to give an estimate on at least some things.
Thank you for your advice though, this is very helpful.
Don’t assume that because you are using Java, it’s portable.
Java was a good idea that fell apart under real world conditions.
Anyone who has had to deal with Java, pJava, Midp, JDK 1.N, etc will tell you what a nightmare it can be.
Having actually written a JVM, I know from experience how crap Java can be.
The JVM we wrote was typical 130 times faster than the one written by Sun. This caused massive problems getting it certified. For example, the garbage collector in Java had a known problem that means it will eventually crash. To be certified, your JVM had to run a test for 10 hours. Since our’s ran so much faster than the standard JVM, we had to run for the equivalent of about 130 hours. Nightmare.
First thing I would recommend is you create a complete requirements document outlining all the functional, non-functional features, and use cases of your software and then create a work breakdown structure. Typically this is done by an experienced project manager / software engineer, so I don’t know if you have any background in this or if anyone in your current team does. When done right, it’s your blueprint and timesheet for the project. When done poorly, you will underestimate the work, go over budget, and likely the final product quality will be very poor.
Tasks must be broken down into very small parts, usually no more than 8-24 hours of work. If a task is greater than that, you need to break it down into more parts. For example, don’t just ask “handle 3d model formats”. Be very specific. Example:
It’s much easier to look at something like that and say, 16 hours for that task, 8 hours for that task, etc. You need to factor in time for R&D (no developer knows everything), time for designing and prototyping, time for implementing, and time for testing, including writing unit tests. The sum of all the parts equate to the total estimate to complete the project. It’s not uncommon to have hundreds of tasks, so don’t worry if you start filling up pages after pages of tasks. The more granular, the more confident someone will be to give an accurate estimate. When done, you enter these tasks into a content management system (CMS) such as JIRA. You’ll now have your blueprint. When hiring a contract worker, you ask them to fill in those estimates and then negotiate the contract.
Beyond that, there’s no reliable way anyone on the Internet can give you an estimate. It’s purely subjective and not the best way to go about it. I mean we can throw numbers at you, but it’s pure hearsay.
It’s being written in Java, so it targets any platforms Java does. And no, this is not a game engine, it’s more of a software for animation and simulations that can help previsualize game concepts.
This information actually helps a lot, thank you.
Without knowing what you actually want to do, we can’t help. We would need to know target platforms, operating systems, compiler, etc.
From your original post, I would have said you want to write your own game engine. Which I agree with Reedbeta is probably not a good idea.
However, to give you some kind of numbers to work with. I charge £400 a day, and I’m busy. Recent projects include….
Hope this helps
I suppose a better way to put it would be “first time we’ve ever embarked on a project of this magnitude.”
The software we’re making has a different structure than game engines and other software. We need it to be flexible to our needs and not depend on existing engines. Programs from Unity to Blender had their engines created from scratch because it was necessary and the most practical way to do it. Most of things we’re aiming to create are not that difficult either.