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Thread: Unigine Adds In Support For Oculus Rift & WebGL

  1. #1
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    Default Unigine Adds In Support For Oculus Rift & WebGL

    Phoronix: Unigine Adds In Support For Oculus Rift & WebGL

    Unigine Corp has made another round of noteworthy updates to their visually amazing cross-platform game and simulation engine...

    http://www.phoronix.com/vr.php?view=MTM2MjQ

  2. #2
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    Unigine is awesome. I can't wait to get my license and start working with it. They are a great company to work with.

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    Quote Originally Posted by migizi View Post
    Unigine is awesome. I can't wait to get my license and start working with it. They are a great company to work with.
    Paying for a game engine? If you're making a game, you're capable of coding, so why not base your game off an engine like Red Eclipse's (improved Cube 2) or Xonotic's? Both of them are very capable and can look/sound nice if you have good art.

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    Quote Originally Posted by Calinou View Post
    Paying for a game engine? If you're making a game, you're capable of coding, so why not base your game off an engine like Red Eclipse's (improved Cube 2) or Xonotic's? Both of them are very capable and can look/sound nice if you have good art.
    Xonotic and Red Eclipse's may be capable, but at least Xonotic's architecture is based off an older style. Unigine gives you an SDK, automatic OpenGL 4 and DirectX11 targets, paid (aka, mandatory) support, fully cross platform, 3D support, OpenAL audio support so you dont have to worry about crossplatform issues for audio, among tons of other technological advantages.

    If you need a more 'stock' engine for a hobby game or something youre doing jsut for fun / as a first timer, Xonotic or IDTech 2 / 3 / 4 (Was Doom3 idTech 3 or 4?) engine is more than enough. But if you are serious about making a tier 1 game or at least a tier-1-capable game... Unigine is not a bad choice.

  5. #5
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    Quote Originally Posted by Calinou View Post
    Paying for a game engine? If you're making a game, you're capable of coding, so why not base your game off an engine like Red Eclipse's (improved Cube 2) or Xonotic's? Both of them are very capable and can look/sound nice if you have good art.
    Sure I could build my own engine. Do I want to, not really. I want to get my game out to market as soon as possible. Building my own engine with my team size would at least add another year on to my development schedule. Why reinvent the wheel? If you're against anyone paying for an engine you have a lot of work to do. The fact that so many commercial engines are out for sale tells you there is demand.

    I want my team focused on delivering the game play we want and not worrying about how to write the underlying framework. I'm also going cross platform and I don't want to worry about the nuances between the desktop and mobile OS.

  6. #6
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    @Ericg

    You're implying both that Xonotic (and in fact every current open engine) doesn't provide OpenAL, and that ID games were not tier-1.

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