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2. August 2012

 

I don’t often get excited about unreleased products, and up until this point I have never gotten all too excited about a Kickstarter project ( although I really look forward to a possible Planescape sequel! ), especially a hardware package that sounds too good to be true.  “The first truly immersive virtual reality headset for video games” is pretty ambitious.

 

Then I read the quotes:

 

  • "What I've got now, is, I honestly think the best VR demo probably the world has ever seen"
    John Carmack, id Software

  • "Needless to say, I'm a believer... We're extremely excited here at Epic Games to get the Unreal Engine integrated with Oculus"
    Cliff
    Bleszinski, Design Director Epic Games

  • "I think this will be the coolest way to experience games in the future. Simply that... that big"
    David Helgason, CEO Unity

  • "I’m really looking forward to getting a chance to program with it and see what we can do.”
    Michael Abrash, Valve

  • "It looks incredibly exciting, if anybody’s going to tackle this set of hard problems, we think that Palmer’s going to do it. So we’d strongly encourage you to support this Kickstarter.”
    Gabe Newell, President and Owner Valve

When it come to video game name dropping… that’s a pretty impressive list!

 

Now about the device itself:

occrift

It’s called The Oculus Rift  ( ugh ) and its tentative specs are:

Head tracking: 6 degrees of freedom (DOF) ultra low latency
Field of view: 110 degrees diagonal / 90 degrees horizontal
Resolution: 1280x800 (640x800 per eye)
Inputs: DVI/HDMI and USB
Platforms: PC and mobile
Weight: ~0.22 kilograms

 

Perhaps most important, and the thing that got my interest, it’s coming out of the box with Unity and Unreal engine support.  That could move it from being a fringe curiosity, to being a device with an actual future.

 

Ultimately this all came about from their kickstarter campaign, attempting to raise 250,000$ to make developer kit’s available.  Well, that goal is WAYYYYYYY passed, and as of writing they are pushing the million dollar mark. A pledge of 275$ or more got you early access to the device and the SDK, although they are sold out, so I don’t know why I bothered mentioning that! Smile 

 

That said, pledging 300$ or more gets you:

EARLY RIFT DEVELOPER KIT + DOOM 3 BFG: Try the Rift for yourself now! You'll receive a developer kit, perfect for the established or indie game developer interested in working with the Rift immediately. This also includes a copy of Doom 3 BFG and full access to our Developer Center for our SDK, docs, samples, and engine integrations! (Please add $30 for international shipping)

 

300$ really isn’t that much, well within reach of many indie developers.  Of course, it’s a pretty big long shot, although if you are working with Unreal or Unity in the first place, the Oculus Rift really isn’t that much of a risk.

 

What do you think?  Is this the future of gaming?  There were some rumours that next Xbox was going the VR route.  I also seem to recall reading Steam had something in the works too ( ironically, Michael Abrash, who was quoted, was the person I believed was leading the effort).  Personally though, it makes me sick… literally.  I have tried a couple of VR rigs in the past, and beyond a few minutes play I start getting dizzy.  Let’s hope that doesn’t hold true with the Oculus Rift. Oh, and that’s a terrible name.

News


10. July 2012

Well, sorta.

 

Autodesk just announced the Scaleform is now available as a Unity3D plugin, or as a standalone mobile200px-Scaleform_logo SDK.  More importantly, it’s available at a price tag of $295 a platform. 

 

Scaleform is used to create UIs for games using the Flash toolset, including ActionScript.  If you’ve played a game in the last year, chances are you’ve seen Scaleform in action.  It powered such titles as Deus Ex: Human Revolution, Civilizations, Warhammer 40K, Skyrim and more.  A partial list is available here.

 

Up until now, buying Scaleform has been a tricky proposition.  Autodesk had no available pricing, so you could only really get it embedded in existing game engines like Unreal, or directly negotiate with Autodesk ( can you say ouch? ). So while 300$ may seem like a look, especially considering Unity starts at 400$, it is still a massive value compared to before.

 

Scaleform for mobile

 

For more details head on over to the Autodesk Gameware website.

News


18. June 2012

 

unity

By way of this reddit posting, some interesting news about Unity 4 was posted and then removed.

 

 

So what can we expect in Unity 4, according to this article?

  • DirectX 11 support
  • Improved Flash exporting
  • External forces, bent normals and automatic culling of particles
  • dynamic obstacles and avoidance navigation
  • optimized UnityGUI performance and memory usage
  • dynamic fonts across all platform using HTMLesque markup
  • remoute Unity web player debugging
  • new project window workflow
  • iterative lightmap backing
  • refined component based workflows
  • extensible inspectors for custom classes
  • improved cube map importing
  • geometry data improvements for huge memory and performance savings
  • non triangle meshes, render points and lines.
  • search, live preview and asset store directly from project window

 

And perhaps most interesting of all, a preview of deploying to Linux.

 

They also promise a faster turn around development cycle on version 4 than they had on version 3.

Personally I am kind of underwhelmed.  With Flash/Nacl support, is Linux support really a big deal?  Otherwise its nowhere near as big of a release as the prior 3.x releases.  The DirectX 11 support should help PC versions of Unity games get closer to CryEngine and UDK in graphical fidelity.

 

I do wonder if they will offer upgrade pricing for the version they gave away earlier this year?

 

What do you think, if this is real are you excited by the new features?

News


14. June 2012

 

Set to be published in August, this new book Unity 3.x Scripting has been added to the Unity book193D book round up.

 

In the publishers own words:

  • Make your characters interact with buttons and program triggered action sequences
  • Create custom characters and code dynamic objects and players’ interaction with them
  • Synchronize movement of character and environmental objects
  • Add and control animations to new and existing characters
  • Written in simple and step-by-step format with real life examples, this book is the only one in the market to focus on Unity Scripting

 

As I aim to keep the round-up of books as accurate as possible, if I have missed a book, please let me know!

General


30. March 2012

 

 

Unity is certainly getting more and more popular, and with the (limited time) release of Unityunity3d1 iOS and Android for free, the number of people interested in Unity is sure to rise.  Along with the increase in popularity of Unity, there has been an influx of Unity books.

 

 

Therefore I put together this post to compile all of the books and their primary details into a single page.  This makes picking out which book to buy/read as easy as possible.

 

 

Hope you find it useful.  I am trying to keep this post as comprehensive as possible, so if I missed a book or made a mistake, please let me know!

 

 

 

The Unity Book Round-up

General


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