cybereality wrote:Ha! With me it would be if one more person asks when their developer kit it going to ship. AaaAAaA!!!!!!!!!
Yeah, I feel sorry for Oculus. So many people in a rush!
"It's not shipping fast enough"
"Why is the api c++?"
"I don't like the courier you use"
"Why did someone in another country get theirs before me, but my order number was lower?"
"Why aren't more shipped to non americans?"
"Why aren't more shipped to americans?"
"Why don't they let us know the progress every week?"
"Why aren't deliveries matching the spreadsheet?"
Speaking of which, I really need to get back to my ogre oculus code. I updated it the other day (not released yet) to sdk 0.2.4, but 0.2.5 then came out.
Anyway... I'm not ranting about Unity itself. It's a very successful product and I've seen some great things done in it (I really need to get back to Rochard, that's a great game). I even taught a class on Unity the other day (the regular unity teacher was sick). I also try hard to not be negative about any 3d engines on here, as an Ogre representative I don't like breeding hostility within the gfx community or make it seem like we are hostile, especially since other engines like visual 3d, jmonkey and irrlicht support our model format.
The real issue is that to me, an artist telling a programmer "we'd be finished already if you used unity instead of ogre" is similar to a programmer telling an artist "the art would be finished if you used MakeHuman instead of Blender or 3DS Max". MakeHuman is great and can generate a human model much faster and probably better looking than a student artist with blender could, but fast development isn't always the point. Instead the point might be flexibility, control or gaining lower level skills.