Posts Tagged ‘NEWS’
A quick roadmap was posted by Unity3d.com blog on the immediate future of Unity iPhone. Currently I am developing two games for the iPhone OS 3.0 and these are welcome updates. We are really looking forward to items not in the hard version just yet but we are looking forward to terrain support and downloadable content support in iphone sdk 3.0.
Unity iPhone 1.0.2. Based on custom builds we’ve been sending to devs in need, this release will address engine memory leaks and fix other outstanding issues:
- Physics and audio related memory leaks
- Asset leaks while reloading scenes
- .NET sockets and threads
- Compressed audio related issues
- Stripping away too much of GUI components
- Occasional crashes in AOT compiler
- Support for both portrait and landscape splash screens
Next will be Unity iPhone 1.1. Since the release of 1.0.1 we’ve been working on a number of performance and memory optimizations. Most of the work on 1.1 is finished already and we’re doing an internal bug fixing round before it goes to beta testers too. Along with optimizations this release will include number of important features such as:
- Native on-screen keyboard support and interoperability with Unity GUI
- Movie playback support
- Performance optimizations:
- general rendering loop optimizations resulting in less OpenGLES state changes and less CPU work per object
- number of internal routines were rewritten using VFP coprocessor assembly
- way much faster mesh skinning utilizing VFP
- batching small objects, given that they share same material, into single draw call
- General distribution size optimizations which allows applications below 10Mb
- Number of significant memory footprint optimizations
We don’t have strict versioning past 1.1 yet. Some of the following features will end up in the next big release and some might find a way to sneak into 1.1:
- Compressed audio streaming directly from disk
- Support for 3.0 SDK
- 3.0 downloadable content
- 3.0 bluetooth networking
- GPS/Location support
- Vibration support
- Post-processing and render-targets support
- Terrain support
- Per-pixel DOT3 lighting support for skinned meshes
- Reduce load times
- Reduce distribution size even further
- Improve GarbageCollector collection patterns to reduce spikes
Director 11.5 was quietly released last week at GDC with a few nice upgrades.
- The sound library is updated to Dolby surround 5.1.
- Director 11 now supports ByteArray and binary data handling.
- It also states support for Flash 9 swfs. Previously Director 11 did not work well/atall with AS3/Flash 9 swfs which made it nearly useless.
- Streaming support for audio and video with RTMP (red5, flash media server, etc)
- Updated video support
- Bitmap and audio filters for video
I still think Director is on decline unless they open up the development platform, lose Lingo and allow a real IDE to develop with. So frustrating being restrained to that IDE that is not very flexible and cumbersome to extend and code in when you compare it with cutting edge IDEs like Unity3D or open source flash IDEs like FlashDevelop. It has been completely removed from our workflow for some time due to new Flash 2.5D engines such as papervision 3d, away 3d and sandy or for more immersive hardware rendered 3d, unity3d.
|Adobe Director version comparison chart|
|Product features||Director 11.5||Director 11||Director MX 2004|
|Support for 5.1 surround sound||Yes||No||No|
|Real-time audio mixing||Yes||No||No|
|Audio effects and DSP filters||Yes||No||No|
|H.264 MPEG-4, FLV, and F4V video support||Yes||No||No|
|Streaming support for audio and video with RTMP||Yes||No||No|
|Ability to apply audio filters on a video||Yes||No||No|
|Ability to apply bitmap filters on a video||Yes||No||No|
|Google SketchUp file import||Yes||No||No|
|Enhanced physics engine with support for dynamic concave rigid bodies||Yes||No||No|
|ByteArray datatype for binary data handling||Yes||No||No|
|Multiple undo/redo for text editors||Yes||No||No|
|Text rendering and performance optimization||Yes||No||No|
|Cross-domain policy support for Adobe Shockwave® Player||Yes||No||No|
|Mac OS X Leopard support||Yes||No||No|
|Microsoft DirectX 9 support||Yes||Yes||No|
|Advanced physics engine with included NVIDIA® PhysX™ support||Yes||Yes||No|
|Microsoft® Windows Vista® support||Yes||Yes||No|
|Support for Intel® based Macs||Yes||Yes||No|
|Cross-platform projector publishing||Yes||Yes||Yes|
|Web publishing with Adobe Shockwave Player||Yes||Yes||Yes|
|Support for more than 40 video, audio, and image file formats, including SWF||Yes||Yes||Yes|
It appears Torque3D is going to compete with Unity3D in a browser based 3d plugin front with a Torque3D toolset and pipeline that target the web.
They announced this on gamasutra recently on how instantaction and torque3d technology is similar yet different. InstantAction is an engine wrapper where the web plugin for Torque3D is more tighly coupled with the Torque3D engine. Instantaction.com technology allows you to wrap an existing game engine for the web which is a competitor with the gaimtheory engine that is used on quakelive.com.
I have been a garage games torque developer and member since 2003 and worked/bought with each engine they have put out from the old school Torque Engine, to Torque Engine Advanced for various game development projects and now they are throwing in on what appears to be based on their instantaction.com technology but using the Torque3D engine. This is very interesting, they might even have a channel/appstore to release games on instantaction.com?
So I went to mods in HL (quake 2 engine), Unreal and when I realized there was no way me or my friends could foot the license fees of either engine we went to Torque in 2003. It was great, large terrains and highly compact engine because it had to run Tribes with 64 players years before anyone else approached 64 players and arguably still played better than 64 player fps now. It was affordable. I have been interested in the movements to make torque an active x control in 2005/6 and Think Tanks did just that. It was very nice, I thought soon after it would be everywhere. But it has taken until now and a new engine called Torque3D before this has been realized years later. This is hard stuff to get right creating a plugin that works cross browser and performs well (browsers had to catch up as well). The culmination of that technology progression has happened and 3d on the web for game development appears to be bigtime in 2009.
For 3d, prior to Unity3D, the web was still owned by Director but that has changed in the last few years. It won me over for immersive 3d games that are web capable and able to port to other platforms and markets. Casual is still done with Flash and mobile space is targeting iphone. Unity3D can run on web, iPhone, Wii, desktop. Torque3D can run on web and also has paths to desktop, iPhone, Wii, XBOX360. You see what is happening here? It is very cool indeed. No doubt the competition in this area is getting to a point where some good innovation and happenings are taking place, what are you going to do with it?