![]() any game is affected by this, some games use 64-bit double float to alleviate the problem that allows you to have planet scale, but still not system scale. Out of curiosity, where is the documentation stating that Unity is actually affected by this kind of thing? It would obviously be a floating point issue, so it makes sense that all you would have to do is change the frame of reference and cut things into chunks, which Unity is capable of. The first KSP hit many limitations because of Unity, common sense would suggest that the second one would avoid those limitations. All of these require custom engine, or heavy modification of existing engine. There is no game that supports map size of billions of kilometres, rendering objects from a million km away, or physics for custom build rocket. Or is it equally as fair to say that the game would probably still be in development for another 3-4 years if it were a different game engine yesĭepends on the skill of their programmers obviously, low skill programmers may never get it done. Is it safe to say then that the answer to the question is basically because it suits the devs better and not the game as a whole? Custom code for Unity use C# which is easier to write, but 3x slower than C++ the first one used Unity, a lot of the code can just be copied overĤ. it's generally the easiest to get startedĢ. I'm only offering an opinion.Originally posted by Will:1. Surfing might be harder to implement, but it is definitely do-able.Įdit: Any player controller is greatly dependent upon the world physics as well, are you going to copy/port that as well? Then why are you wasting time and not just developing on source engine? Or being inspired by one of the greatest FPS controllers of all time and putting your own unique spin on it and developing in Unit圓D or Unreal?.Įdit2: I don't mean to sound rude. It is a very simple and elegant controller that you can probably create from scratch. You might not ever replicate or port it to your liking without straight up stealing every line of code anyways.Īll that being said, you don't really need to copy any code to replicate the source movement for the most part. Source engine is incredibly powerful, and might even be faster and more suited to your goals than replicating/reverse engineering/or porting the code to Unit圓D. If you really love that controller so much, you may want to just develop for source engine. I mean that would kind of be considered something that is in "bad faith" in terms of "stealing/porting" code. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) ![]() ![]() Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine. ![]()
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