How Unity3D Became a Game-Development Beast 115
Nerval's Lobster writes "In the early 2000s, three young programmers without much money gathered in a basement and started coding what would become one of the most widely used pieces of software in the video game industry. 'Nobody really remembers how we survived in that period except we probably didn't eat much,' said David Helgason, the CEO and co-founder of Unity Technologies, maker of the Unity3D game engine. A decade later, untold numbers of developers have used Unity3D to make thousands of video games for mobile devices, consoles, browsers, PCs, Macs, and even Linux. The existence of Unity3D and similar products (such as the Unreal Engine and CryEngine) helped democratize game development, making the kinds of tools used by the world's largest game companies available to developers at little or no cost. This has helped developers focus less on creating a video game's underlying technology and more on the artistic and creative processes that actually make games fun to play. In this article, Helgason talks about how Final Cut Pro helped inspire his team during the initial building stages, how it's possible to create a game in Unity without actually writing code, and how he hopes to make the software more of a presence on traditional consoles despite Unity3D being several years late to supporting the PS3 and Xbox 360."
And Unity Still Sucks (Score:1, Interesting)
I appreciate that Unity 3D allows small teams or even individuals to produce games that would not otherwise be possible due to monetary and time constraints, but the engine itself is still somewhat lacking and results in games like Receiver, which should be playable on relatively old systems, but instead occasionally drops frames on even modern hardware.
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Re:And Unity Still Sucks (Score:5, Informative)
Comment removed (Score:4, Interesting)
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I think your hypothesis only goes back 6 years or so, not ten :)
Seriously though, modern games don't look much better than the original Crysis, and what improvement there has been doesn't seem much better than throwing more polygons and texture resolution at the problem. It seems we've reached a point of diminishing returns.
There is, however, utility in more hardware power... that next-gen Oculus Rift isn't going to render for itself!
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There still hasn't been a single AAA title developed with Unity 3D, despite their many claims.
Cities in Motion 2 just came out...
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There hasn't been a triple aaa title released that didn't have it's own in house engine developers that was any good.
Skyrim being the last one I played.
Call of duty sucks balls.
Halo, Unreal, Half Life all great titles all releasing stuff all great games, but they have no need for unity3d. Same with FarCry but they sold out and are producing arcade shit instead of military grade simulations so screw them.
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Also I don't mean to flame "arcade style games" or shooters. But the original Far Cry set expectations for a really good strategic and tactical simulation. With AI that would organize accross the level to face you. It was never amazing. But they jaded me by going in the direction they did.
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Your correct. They were the last major triple A title I played that used an in house engine. And I have a love hate with it and the Elder Scrolls Construction set. But I thought it was worthy of praise.
There hasn't been a triple aaa title released that didn't have it's own in house engine developers that I know of...
**** ramble ramble ramble *** list some more triple A's with their own engines.
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Though there have been a few built around the aforementioned franchises engines, but they aren't in long term mental storage for me ;p Wikipedia has a few lists...
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I agree. But it was like a tease that never ever delivered and then turned out to be the wrong gender for you. ARMA came out much later than the first Crytek demo.
Or maybe I'm confusing their demo with their later games. But yeah.
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There still hasn't been a single AAA title developed with Unity 3D, despite their many claims.
Cities in Motion 2 just came out...
Cities in Motion 1 and 2 are fine games, but they are not really AAA titles.
Re:And Unity Still Sucks (Score:5, Insightful)
AAA titles cost millions to produce, and are mostly bland risk-averse garbage. (With a few notable exceptions)
Unity enables creative people to publish high-concept games that are actually a lot of fun. They're often cheap too. I'm ok with this, because I've found that playing a handful of cheap games that are very good at one or two things to be a lot more interesting than large bland titles that do nothing well.
If your game is a success you can move on to better frameworks or brew your own.
Of course, Unity also enables a lot of crap companies to make shovelware games, but that's a function of the market ant not really unity's fault.
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Amen. +1 million virtual meta mod points from me. Spend them however you feel lol...
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If you can figure out how... sure =)
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Meanwhile, games like Kerbal Space Program are far more compelling than any AAA title ever developed, and it's still in alpha.
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I did not know this, but http://endless-space.amplitude-studios.com/ [amplitude-studios.com] which is on par with a Civ game to some degree in depth. (or maybe even a bit better since it's further abstracted from reality) Is a really good Unity3d game.
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It results in games like Legends of Aethereus. It's only limitation is that of the Artist, you sir are trolling. It should be noted also this Engine is constantly evolving and adding NEW things for the foreseeable future.
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It doesn't run on linux. Flash does.
That they have problems porting it, doesn't speak well of their codebase.
Re:Runs on Linux (Score:5, Informative)
File bugs against both Wine and Unity3D (Score:2)
the development environment only runs on Windows or Mac
Does Unity3D have a public bug tracker? If so, file bugs for problems encountered while running the Windows version in Wine. In fact, file them against both Wine and Unity3D.
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Running something under wine does not qualify as runnable under Linux.
Plus, I the distro I use doesn't support wine on a 64-bit platform yet.
Wine is like GNUstep (Score:2)
Running something under wine does not qualify as runnable under Linux.
From the point of view of Linux and X11, Wine is an executable format (PE) and a UI toolkit (like GTK+ and Qt and GNUstep and SDL). It's not like Wine is an emulator or anything. If an application that works in a free reimplementation of the Win32 API isn't "runnable under Linux", then an application made with GNUstep isn't "runnable under Linux" either because GNUstep is a free reimplementation of the API now called Cocoa.
Plus, I the distro I use doesn't support wine on a 64-bit platform yet.
Then your distribution is broken, and you may want to build Wine from source in a 32- [winehq.org]
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More specifically, winehq does not particularly consider the distro worthy of supporting. That's a failing of winehq by my reckoning, not Slackware, specifically.
Running windows applications with various degrees of success (I've heard that .NET applications have a lot of trouble) is not sufficient incentive for me to create a 32-bit chroot that would offer me no other advantages, since I can already run 32-bit linux a
Wine as a paravirtualized Windows clone (Score:2)
[Wine] takes an existing binary compiled for a particular operating system/platform
"Platform" is nebulous enough to allow this. Qt and GTK+ are themselves "platforms" in a sense.
and runs it on a different one from that for which the binary was targeted. That makes it either a virtual machine or an emulator.
"Virtual machine" is closer because an application that uses Wine executes as a user mode process directly on the CPU without an interpretive or dynamic-recompilation step. Perhaps paravirtualization [wikipedia.org] is even closer, as Wine could be considered a clone of Windows designed to run as a guest within a UNIX or UNIX-clone operating system. Is support for Linux applications in FreeBSD [freebsd.org] an emulator?
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Linux support (Score:1)
Yeah, I ran into this myself. It's one of the main reasons I'm still sticking with FOSS kits such as Ogre3d etc. Actually Ogre does pretty good graphics-wise, but lacks internals for things like advanced collision detection, precise ray-casting, physics etc.
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To be fair, they need to offer some sort of incentive to purchase it.
Although I agree with you... it's annoying. Just saying I understand it.
Re:And Unity Still Sucks (Score:5, Insightful)
LOL... "muck about", he says, as if that is relevant.
At least Unity lets you create and publish games, and for free at that. Go ahead and "muck about" in CryEngine, get something like the basis of a game conceptualized, start building and importing assets and writing code. Let me know how relevant or useful that is when you realize you need more than $1 million USD per license for CryEngine and everything you learned "mucking about" has no bearing on development processes or standards in an engine you can actually afford to release in without being owned by a AAA-class publisher or succeeding in a record-breaking Kickstarter. There's a REASON indie devs don't use CryEngine.
Because otherwise, CryEngine has little to no bearing on developing in any other engine. How do I know this? By spending 3 years as a member of the dev team for Mechwarrior: Living Legends, as well as being a developer at my own studio, working in... you guessed it, Unity3D. After the MWLL project wound down, a group of us set out to start our own studio, and even with numerous, highly-placed contacts at CryTek, we *still* chose Unity for a reason: value, because Unity is actually affordable by us merely mortal developers without Chris Roberts-like bank accounts and industry connections and multi-million dollar Kickstarters.
I could release a game in Unity tomorrow. It might look like crap and have bugs, but I can release and publish a game in 24 hours. CryEngine? HAH, good luck with that. At best, it still won't work or look any better than my Unity game would, due mainly to the quality and quantity of art that I could produce, which the engine has nothing to do with, and the amount of code I could pump out, which CryEngine doesn't just automagically make better. If you've never *worked* with CryEngine (ala, more than just "mucking about"), you simply aren't qualified to comment about features being locked away or unavailable in Unity, much less things just working, because no matter the features CryEngine might let you "muck about" with, they're not relevant if you can't afford the engine license in the first place. Despite what the fanboys think, CryEngine is not some shining bastion of game engine perfection that can do no wrong: and it is a giant square peg that fits in a giant square hole, filling a purpose, whereas Unity is a little more like a bunch of legos - the starter kit for which is FREE - that, when assembled, fit a series of differently shaped, if generally smaller holes, and it fits them well.
I doubt anyone who has actually published a title in CryEngine AND Unity would say this is is really anything more than and apples and oranges comparison at best, as they are different engines with different strengths and weaknesses, and they fill different niches within the game development community.
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Cliffy B gets a call from Peter Alau to confirm the "Make Better Button" that's powering Gears of War 3..
Be careful what you wish for... http://en.wikipedia.org/wiki/The_Jace_Hall_Show#Season_3 [wikipedia.org]
It's out there...
Re:And Unity Still Sucks (Score:4, Informative)
but you're comparing unity with CryEngine... when you should be comparing it with Irrlicht or Ogre or similar.
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that is when you realize you need more than $1 million USD per license for CryEngine
Bullshit. Indie developers can get it for a 20% royalty on revenues. Most indie games make a couple hundred thousand dollars at most which would put their licensing fee a few magnitudes lower than your claims. Now, yes, that is still probably more expensive than Unity3D But your claims of needing more than a million dollars is absolute bullshit unless you're either a AAA studio (in which case 1 million USD is a drop in the bucket) or you're such a widly successful Indie studio that makes 5+ million USD on
Re:And Unity Still Sucks (Score:5, Insightful)
Without a background in lower-level games/graphics programming, It's very easy to over-use expensive features (pass-per-light dynamic lights, projectors, full-screen post effects) without knowing what Unity is having to do behind the scenes.
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I am starting to use Unity, despite not knowing C# (though it's easy enough to pick up) and find it beneficial to someone who has a bit of a coding background, but absolutely no experience or knowledge of "okay, I know how to write code, but how do I apply it to making a game, where you have so many different layers and abstractions. . . .?"
I mean, I could use something like SDL or a number of other options, but after the "make a ball move around on the screen" part, I have no idea where you go. How do you
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I appreciate that Unity 3D allows small teams or even individuals to produce games that would not otherwise be possible due to monetary and time constraints, but the engine itself is still somewhat lacking and results in games like Receiver, which should be playable on relatively old systems, but instead occasionally drops frames on even modern hardware.
Receiver was built in less than 7 days. I'm pretty sure they didn't spend a lot of time optimizing it for legacy hardware.
http://www.wolfire.com/receiver
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I agree. It's been over a decade and it's still in a shitty state. The only reason to use it is (was) reach. It seems that Unreal, which performs better and is tooled better, has the same reach. If you make one of the thousands of shitty games that this "article" refers to, then you'd even make less than the $50k/yr limit, making unreal's UDK free.
But then, if you make shitty games making less then UDKs $50k/yr limit, you likely wouldn't succeed in shipping your game at all without Unity. Unity does make game development very accessible and allows many people to make games (some of them shitty, but also many great ones), without needing to understand all the details of the tech. That won't stop you from using that understanding to make much more pushing games if you can.
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Oculus Rift (Score:5, Interesting)
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And that's always the point of an SDK. It's not to improve the quality of polished work, but to give a framework that does all the overly duplicated work for you, so you can focus on the unique parts you care about.
If you want a high performance sports car, you're going to need to reinvent the wheel to make it perfectly mesh with your design. If you're just trying to develop a cool idea to attach to your car, why would you?
God only know what I'd be without u. (Score:1)
How in god's name do they dodge a bundred million patent lawsuits?
Re:God only know what I'd be without u. (Score:5, Insightful)
Pfft, noob. Everyone knows you let a company build up a nice wad of cash before you unleash the patent lawyers.
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True, but the troll patent companies are losing at this point.
Frameworks are great, but ... (Score:5, Interesting)
Allowing more open development is fantastic. However, the summary (and really a ton of people) have the relationship at play with games backwards:
"This has helped developers focus less on creating a video game's underlying technology and more on the artistic and creative processes that actually make games fun to play."
The underlying technology, however, is the essence of the game. It's what tells us how mario moves compared to sonic or y metroid cant crawl. The artistic and creative process, while quite important, largely affect how a game is presented visually and thematically. The rise of one-size-fits-all platforms, designed to be broadly used not only between titles but between genres and platforms, has led to a massive homogenization of gameplay. Gameplay, of course, is what makes a game fun to actually play. Setting is not gameplay. Writing is not gameplay, and graphics aren't gameplay.
Yes, these platforms are customizable, but the distinctness that came with each game or class of games has largely been lost as games increasingly rely on generalized engines. Unity and Unreal (and various other engines) are great, but they're not responsible for freeing developers to make experimental games. To the extent that is happening, it is despite of, not because of, those engines.
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Sometimes yes, sometimes no. There are some games where it's more about things external to the mechanics. In fact, for some games, though the game is otherwise OK, the developers implementing their own mechanics leads to an extremely screwed up game that would have been far better off using a proven engine.
With that said, I haven't messed with unity3d yet but I'll have to give it a try at least.
Re:Frameworks are great, but ... (Score:5, Insightful)
You can build a 3d physics sandbox (Kerbal Space Program) or a 2d side scroller in unity, there's not a lot of homogenization going on with Unity.
Unreal is used for FPSes, as well as 2.5d side scrollers like unmechanical. People were building flight sims with the Quake 1 engine (Airquake). Simply having a 3D engine doesn't shoehorn you in to a particular style of play.
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Unreal is used for FPSes, as well as 2.5d side scrollers like unmechanical. People were building flight sims with the Quake 1 engine (Airquake). Simply having a 3D engine doesn't shoehorn you in to a particular style of play.
Not just Quake. A little over a decade ago I worked on a vehicle-based total conversion for the original Unreal Tournament [moddb.com] that centered on air combat.
Model view (Score:2)
The underlying technology, however, is the essence of the game. It's what tells us how mario moves compared to sonic or y metroid cant crawl.
"metroid can't crawl"? Do you think Halo is a "pretty cool guy" [knowyourmeme.com] too? Let's correct that for a bit:
In terms of a familiar MVC-style abstraction [wikipedia.org], the 3D engine forms part of the "view" on top of a "model" containing game mechanics. The model generates new positions for the game objects, and the view draws meshes at these positions. The model could be implemented in Python, Lua, JavaScript, or asse
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Why would metroids crawl? They can float!
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Oh please, the essential mechanics of most genres have been the same for decades. What differentiates a great game from a "lather, rinse, repeat" game is whether it got you engaged by the game or not, running around collecting weapons and ammo to shoot random monsters a hundred FPS games can give you. But if you got no story, no characters to get engaged in, no enemies with any personality I'll guarantee you'll get bored quickly even if the gameplay is fine. It's just a grind to reach the next level of more
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> But if you got no story, no characters to get engaged in, no enemies with any personality I'll guarantee you'll get bored quickly even if the gameplay is fine.
Minecraft and the 80's disagree with you.
Narrative should ALWAYS take a BACK_SEAT to gameplay.
You can have a fantastic game without narrative, but you can't have good game with narrative without gameplay. Gameplay is necessary, Narrative is sufficient.
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I suppose that depends on how you define gameplay.
It is possible to make a game with extremely simple gameplay, if that gameplay is polished and pleasant. With a good and complex narrative however. That is a different formula I think than you are imagining perhaps. I say that it can work. Even a bit of poor gameplay can be made up for by Narrative. I don't remember the Ultima series having amazing stat systems and RPG elements, they were just glossed over. However they were complex enough to metagame.
Increa
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Have a look at "To The Moon". The game mechanics are so sparse that without the narrative it wouldn't compare positively o a lot of Flash games, but when you add the need to see the story through to the end and the result is something pleasingly memorable.
I'll agree that a good game needs some level of gameplay, but that doesn't mean narrative should take a back seat to it. My personal favourite games tend to be those with very strong narrative even if they don't have exceptional gameplay, games such as
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To the Moon is definitely a really good reference for "narrative gameplay" and after reading a few other comments here. I think I would include the narrative into the context of gameplay. So it is an additive rather then a separate factor.
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The underlying technology, however, is the essence of the game. It's what tells us how mario moves compared to sonic or y metroid cant crawl.
Well not really. Looking at just mario and sonic. What is really different between the two? Ignore the maps, and levels. The biggest difference is that sonic can speed up in certain scenarios. Other than a few other minor difference (super mario can swim, shoot fireballs, and fly in some games) you could achieve both games using the same engine. Yes, you might have to tweak some of the parameters. But it isn't the engine that sets the two apart, it is the game play and the artwork. Setting, graphics, and wr
FTFY (Score:5, Funny)
This has helped developers focus less on creating a video game's underlying technology and more on anti-piracy tecnology, ad-serving technology, nickel and dime technology.
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no wonder this industry will die/is dieng.
/. displays a shorter collective memory as the time passes.
I mean, almost at the end of all comments so far and no mention to the awesomenesslessness of gamemaker?
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It also cleared our schedules to watch a lot more porn.
No coding (Score:5, Funny)
how it's possible to create a game in Unity without actually writing code
Kinda like how you can build a car out of legos without doing any engineering.
Thanks unity!! (Score:5, Interesting)
I'm grateful because they now support linux and now we have more games. Humble bundle showed that there is a linux market, only a little smaller than the mac one and with steam also supporting linux there is already some pressure to other engines to also support linux (or risk losing some market share on a highly competitive market). Due to this CryEngine is already being ported to linux (sadly still with unknown release date) and several other companies with in house engines are also testing the linux port.
Again, thanks for your support, unity
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It isn't out yet (so it doesn't necessarily go against your point), but Kickstarted Dungeon Keeper clone War For The Overworld is Unity-based and intends to release on Linux.
https://wftogame.com/ [wftogame.com]
Re: Thanks unity!! (Score:2)
Kerbal Space Program
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As someone who makes native cross platform games, I disagree. Other 3D engines with open source licenses exist, like Ogre3D, Cube2, etc. Unity is marketed heavily. I see their marketing everywhere. Like this damn slashvertizement. They are not needed.
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I agree that there are other engines, linux have native games for many years... but as unity is marketed heavily, many companies use it... with linux support, those companies can build for linux with almost no effort.
It the objective is world domination, we need to conqueror one engine at time, getting 2 big engines ( source and unity) in a few months, with another one (CryEngine) on their way, we all win.
Of course i would prefer that FLOSS engines would be preferred and optimized, but its natural that when
Don't imitate what they did if you want success (Score:2)
stopped supporting? (Score:1)
i like unity. very simple and nice engine that only gets more complicated as your project gets more complicated however there are a lot of downsides to it. but everytime i ask for support i never get any so i guess they dont support unity just make unity.
I "like" the Unity but where are the games? (Score:2)
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Because when a game is released they tend not to plaster "Made with Unity" on it.
However, if you look at the games list there may be a few on there you'd recognise: http://unity3d.com/gallery/made-with-unity/game-list
Sure, there's alot of mobile games on there, like Bad Piggies and Temple Run 2, but there's a few really good PC indie games, like Dungeonland, Pid, Guns of Icarus and Endless Space
Ubuntu's Unity? (Score:2)
Just a question, is Unity3D connected in any way to Ubuntu's Unity, or do they just happen to share the same name?
Byte Code! (Score:1)
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Well, Unity does contain a lightmapping tools named 'Breast'...
FTFY