Posts Tagged ‘NEWS’

Tuesday, April 7th, 2009

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:

  • Binding custom ObjectiveC/C++ functions to C#/Javascript
  • Native on-screen keyboard support and interoperability with Unity GUI
  • Movie playback support
  • Performance optimizations:
    • significant C#/Javascript performance improvements
    • 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
Saturday, March 28th, 2009

 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
Unicode support Yes Yes No
Microsoft DirectX 9 support Yes Yes No
Advanced physics engine with included NVIDIA® PhysX™ support Yes Yes No
JavaScript dictionary Yes Yes No
Code snippets Yes Yes No
Bitmap filters 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
Tuesday, March 24th, 2009

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?

Unity3D has recently taken my time in the full immersion 3d for the web space, the mono engine that runs the scripting is a huge feature. Coding in C#, Boo and javascript is great, and the pipeline for Unity3D is unmatched.

A bit of history, I have been interested in this since Director introduced 3d in director 8.5 in 2001 (how was that not a major revision I don’t know) and the killer Havok 3d physics engine within it. Way ahead of its time. But Director 3d was extremely limited with w3d (not even a decent blender exporter) and it literally has not advanced since that time in terms of ability to develop better for it and the IDE. It was trapped in this little IDE and quirky Lingo language. They tried to save it with javascript, a valiant effort but it still withered due to lack of openness of development for the player (a mistake they aren’t making with Flash now at Adobe). So making full immersion 3d games was not really ready for the web, Director was notorious at crashing browsers and took way too many broken plugins to get a basic engine.

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.

Unity3D meanwhile since 2005-6 has gotten it nearly all right so far for a few years now, especially the pipeline and the webplayer. Torque has always had an poor pipeline, not as bad as writing your own engine from scratch and all the tools but in the early days pretty close. Proprietary formats like dts for models made finding the right exporter tasking. There were just so many walls in what was supposed to be a pipeline, largely due to support for formats that were small enough for slower networks and machines of the past. Unity3D gets all this right from the start, pipeline is not an issue. Torque3D seems to address this with their new tools, support for Collada, but unfortunately still scripted with TorqueScript. If Torque3D could wire in Mono and the capability to code in Javascript, C#, Boo or other Mono languages this would have been cool, or at least a semi-standard scripting language like Javascript, Python etc that would be great. TorqueScript was a big feature and UnrealScript is very similar in how it interacts with the engine, but these days we want standard languages that have engine features built in. Maybe this will happen down the road, but the format support is very nice.

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?