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Old 09-28-14, 01:48 PM   #1
makman94
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Join Date: Jul 2008
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Quote:
Originally Posted by v-i-c- View Post
No, you are wrong.
My water is a 100% custom solution and it would work in any engine if I would port WOTA. I can use any size of waves and the water (and ships) also takes curvature of earth into account (which works up to the highest available camera position in WOTA). I can add new features any time if the target hardware can handle them or completely switch to a new water shader. (still not sure how I will do it on desktop)

.......
reading these lines gave me a big smile ! So, we can definetely expect big stormy seas if your time and will ... allows it?


i understand the main points of your post V-I-C and it was very enlighting as i had the faulty sense that game engine is the real power behind the scene.

also, each time you give one more info of your project...the curvature of earth...sounds like 'heaven' to me. what can i say V-I-C.....it is unbelievable that this is a one man show !
i am wondering ,if there was an imaginary company with five 'V-I-C's working on the same project, what would we expect to see ?

bravo, bravo V-I-C , all the best to your amazing effort
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Old 09-28-14, 09:21 PM   #2
v-i-c-
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Originally Posted by makman94 View Post
i understand the main points of your post V-I-C and it was very enlighting as i had the faulty sense that game engine is the real power behind the scene.
I guess you mixed that up with people who mod games or create slightly different games based on another game by doing extreme mods. That's comparable to the difference between freaks pimping a car or building a replica based on another car or a company designing a completely new car model from the scratch. (where you don't always reinvent the wheel and use some existing components)

To quote Unity Technologies:
Unity is a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D and 2D content …but unfortunately it does not offer you any tools for really huge environments. Most of the tools are useful for level based games only where you can bake lights, use occlusion culling, static and dynamic batching etc. - I can use most of those tools of the engine for the boat's interior and for animations of characters only.

The scripting API is the most important "feature". But that does not offer any miracles. Creating a game is nothing else but a lot of very different steps of work, some are boring, some are extremely tricky or complicated, some are a wall of math, some are creative and fun - but at the end it is always work and 90% of it is writing code.

But Unity is powerful, beginners can do some amazing (but extremely limited) things without writing code, this way they attract new customers who try to make games with weird 3rd party tools like "PlayMaker". But you can't go that route for serious projects.

Quote:
Originally Posted by makman94 View Post
the curvature of earth...sounds like 'heaven' to me.
Actually adding this is just a few lines of code. The hardest part of it is to remember to add it to everything that will be affected by it.
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