![]() ![]() That tech alone is invaluable if you want to target the growing "browser based game" market.įrom a programming side of things, what you get from Unity is a firm grasp of component design (compared to rolling your own C++ engine, which is usually too heavy on the inheritance side), as well as a very quick and visual environment to try out game code. They support pretty much every shader platform from fixed function to DX9+ as well as Mac and Windows. On top of that, it's one of the very few tools that actually let's you do 3D in a browser with any kind of regularity. It's easy to say "just drag in your textures and models and they're good to go. You're not spending as much time training artists and designers how to use the art pipeline. Yes, the feature set that Unity Pro gives you at the cost they charge is ridiculous, especially considering the fact that it's seat licenses instead of per-title licenses.īut on top of that, it's a really easy tool to use. Yes, but "afford" is so much more than just straight up dollar values. You get that done in Unit圓D in less than a day.Īre there a lot of companies using it because they can't afford to use something else? For instance, you probably will need a semester worth of studying to write a renderer and load a model in OpenGL, plus a basic scenegraph and input. However, knowledge with Unit圓d is not under the hood experience, but it is a good place to start for learning the overall process of developing games. If not, I go with Unit圓D as my default choice for 3D games. For high-end games or games where you need control over the rendering pipeline or input, you may want to use C++ plus an engine which allows you to mess under the hood. It is more of "C++ plus libraries/SDK or roll your own engine" vs. So as I have stated, it's not really C++ vs. Where does that leave C++? C++ is a language, and there are many programming concepts you do in C++ you can do in Unit圓D, sans memory management or perhaps templates ( With Unity 3.2, the language specs have improved to cover closures, for example). Even better, if there is a functionality you need which Unit圓D don't provide, you can do DLL coding. ![]() It helps to take care of the cookie-cutter processes such as resources management, scene graph, model loading, rendering, saving of scenes and etc. The OOP and software engineering concepts you learn (Singletons, facade, state machines, decorators, composition) can be applied in Unit圓D. The good thing about Unit圓D is that it still employs scripting languages which mirror real world development (C# or JavaScript). If you wish to concentrate on the game-play, and the default tools that Unit圓D provide is all right, you may wish to consider using Unit圓DĬ++ with other libraries, if you have longer development time, the game requires more computational/graphical power, or employs some technology that Unit圓D cannot incorporate. Use Unit圓D, if development time has to be quick and/or your game is not performance intensive or is not on the high end of graphical/computational performance. To me, whether to use Unit圓D (or any other game engine) or C++ depends on the goals of your game and project. ![]() A high-level solution is which you get one neat package, like Unit圓D. The core issue, from what I can see, is not C++ or Unit圓D, but rather do you need a high-level solution or a low-level solution.Ī low-level solution is one which you get dirty with the processes of handing input, managing memory or loading the models. ![]()
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