Tuesday, February 7, 2012
The reason for the sudden change from Shiva to Unity during this WGC
So for my first weekend game challenge I wanted to prevent my scope from getting in the way of a feasible project. More importantly I wanted to use this opportunity to instead build a playable something using the Shiva3D engine. The Shiva engine has long been in the shadow of its more successful yet oddly similar rival Unity3D. I thought it would be useful to learn how to use it because it also has a webplayer for easy showcasing and uses LUA as its primary scripting language which I'm really getting into. However, as the weekend progressed I ran into a few problems with the pipeline specifically how "dated" it feels at least in comparison to other engines I've used like Unreal and Unity. Perhaps it was the it imported DAE files, but at this point I ran into a problem with the models I was importing. In the end I found it much quicker to rewrite all of the progress I had made so far as opposed to fixing most of the problems I currently had while using Shiva. This is mostly due to the fact that the documentation for Shiva is pretty sparse. I keep reiterating this, but the reason why Unity3D is so successful is not because of how power or great the engine is. My theory is that because Unity has the most thorough and up to date documentation and a huge list of 3rd Party plugins from the asset store, Unity has become this platform that is very easy to market and very easy for people who aren't programmers to make 3D games. I do want to learn Shiva more in depth though, in terms of bang for buck Shiva offers more in terms of platform support. I make a game and export to Linux, Mac, Iphone, Android, Consoles, Windows, the Web and a bunch of other obscure stuff under a single license. If you took away Unity3D's main artery, the asset store, it would probably have a much more limited audience. Specifically the people who make it a business to just make tools for Unity rather that people making games with it.
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