Check:
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http://unity3d.com/Code: Select all
http://unity3d.com/
Holy smokes! I must have missed that. That makes it pretty much a waste of time unless you want to pay. Oh well.jacmoe wrote:It's better than nothing, I guess.
But for any serious use, Indie is unsuitable:
No Render to texture
No Fullscreen compositors
No Realtime shadows
No Video playback
No Streaming of assets
No Plugins support (allows you to use external libraries)
etc..
But, definitely better than a mere demo.
Oh my god that is brilliant.Vectrex wrote:yes but for actually reeeaalllyy finishing a game it's unbeatable. Just for prototyping it's worth it, even if you don't use it in the end and if you actually want to sell it, then forking out $1500 is nothing in the scheme of things.
The 3 main reasons are, NO recompiling code, NO re-importing/re-exporting 3d and 2d assets. You can code in C#, in a very nice component design, WHILE the game is running. That's right, you don't have to stop the game to see code changes take effect. You can save your .max/.blend etc file and it AUTO exports/reuploads WHILE the game is running. Same with psd photoshop files, it detects the updated file and exports/flattens/dds'/refreshes WHILE the game is running. The amount of time and motivation saved is unmeasurable.
Basically, it's ruined meI can't stand the sight of non-realtime/runtime editors anymore
This is why I hope the Ogre devs see it and provide a few hooks to make Ogre easier to enable this type of editor. Basically runtime refreshing of everything.

Yeah, it's easy to reload materials in Ogre, but it's really really hard to do the same with meshes, which I think is very important to the use of Ogre in editors as well as the runtime reloading thing.Kojack wrote:If you want textures automatically loaded in ogre when they change on disk, use this: http://www.ogre3d.org/forums/viewtopic.php?f=5&t=47925