[opensource-dev] Unity 3D as possible base for future (maybe even official) SL Viewers

Brandon Husbands xotmid at gmail.com
Sun Oct 3 18:56:37 PDT 2010


Actually its not inaccurate. The tools themselves are clunky.. And i am not
taking this as a lsl vs their language. I am talking about the engine
itself.  From a lower level perspective.  Unity is really more of a
middleware when it comes to graphics engines. sure you can use any network
you want but in a whole as what it offers as a base is not what would be
able to be used for something on the scale of sl.

Also as a user you would not have those midddle ware tools that you see
unless you want the whole thing to be clunky.

Its rigging and control system is designed for rapid prototyping and higher
level designig.

I would put unity as an equivilant to making a mod for a fps with "good"
tools unlike most mod systems.

But as a complete engine from a graphics and other standpoints The hero
engine blows that away. Actually there are quite a few game engines that
surpass unity. And if we take thoes its like compairing writing with QT vs
flash. (not quick time... but QT).

Flash is great as a packaged thing but its limited. Now unity can me
modified and such to some extent but no where whats needed for a SL type of
thing.

And for the record I am not a fan boi of any engine or system. But i have
developed a mmo from the ground up in 2001 to playable alpha 2 on the cusp
of beta before the project was shelved due to funding.
Having written a majority of the Engine and most of the server code. I would
thing these are subjects i am quite capable of assessing.



On Sun, Oct 3, 2010 at 7:41 PM, <mysticaldemina at xrgrid.com> wrote:

>  Alright, this is the most incorrect post I have ever seen so I would
> guess you have used Unity for maybe a total of an one hour.
>
>
>
> First of all you can use any network technology you like.  It does come
> with a very basic P2P network, but you can use many game server that you
> like included some that support fail over and fault tolerance
> configurations.  In fact there are those using SL’s server and rendering
> prims and sculpties in Unity.
>
>
>
> The scripting language can also use C# and supports a way more complete set
> of functions then is available in SL.  This list is so long I don’t know
> where to start on functionality it supports that LSL doesn’t support.
>
>
>
> Not sure your point about FPS, it has Ambers Occlusion culling, beast
> lighting and deferred lighting which lets it create FPS you can’t do in SL
> for the same amount of content.
>
>
>
> So if you are going to comment on Unity please do your homework and don’t
> mislead people.
>
>
>
> M.
>
>
>
>
>
>
>  ------------------------------
>
> *From:* opensource-dev-bounces at lists.secondlife.com [mailto:
> opensource-dev-bounces at lists.secondlife.com] *On Behalf Of *Brandon
> Husbands
> *Sent:* Sunday, October 03, 2010 8:20 PM
> *To:* Robert Exile In Paradise Murphey
> *Cc:* opensource-dev at lists.secondlife.com
> *Subject:* Re: [opensource-dev] Unity 3D as possible base for future
> (maybe even official) SL Viewers
>
>
>
> Unity is the biggest POS i have ever used....
> Not well designed. IMHO. Its like trying to do SL in javascript.
> Not literally but you know what i mean.
>
> It was never designed for a heavy network transport now multi player / mmo
> style.
>
> A FPS maybe but nothing on a grand scale.
>
>  On Sun, Oct 3, 2010 at 7:04 PM, Robert "Exile In Paradise" Murphey <
> exile at weylan-yutani.com> wrote:
>
> On Sun, 2010-10-03 at 18:15 -0400, Glen Canaday wrote:
> > That's why I suggested Ogre instead. I personally think it would be a
> > better fit and more productive to look at. Others may have different
> > opinions.
>
> Well, I run Linux and agree that being shut out after
> years of being supported would be suboptimal for me.
>
> Running in a VM is an exercise that only a masochist can love
> compared to an application natively supported.
>
> Plus, a VM position forces people to purchase additional OSes
> just to support one (or a handful) of apps, which add massive
> overheard in additional administration. At-home-VM is a
> temporary workaround, not a "platform strategy".
> Remember - SL is supposed to be Fast, Easy, Fun... not an
> enterprise-level support nightmare just to boot and run in
> the first place.
>
> Unity3D seems like a lot of "lose" to me: for the same amount
> of effort to switch to that, re-base on something else that keeps
> the same supported set of platforms or extends it without dropping
> already supported platforms.
>
> OGRE may be a great suggestion, especially in light of the RealXtend
> folks having already broken a LOT of the ground of an "SL client
> that uses OGRE rendering." Why re-reinvent their wheel?
> Maybe talk to them about Naali and see what goes from there?
>
> --
> Robert "Exile In Paradise" Murphey
> Promise her anything, but give her Exxon unleaded.
>
>
>
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