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  1. Posts
    243

    Full sized planets for Unity3D -- interesting?

    UPDATE:

    Just remembering:


    This will include full source-code and priced at about USD 150.00 in the Asset Store. But will be submitted to the Asset Store only when complete and polished.

    For those who *really* believe in my word when I say that it's still unfinished but really close now, is is available right now, with full but incomplete source-code (although already functional) for USD 99.00 through Paypal. The current version is functional but still lacks some visual features (like the atmospheres), and needs some polishment here and there.

    Those who buy before the final release of course will get some special attention from me and may receive some gifts in the future.

    IMPORTANT: the current version is for Unity Pro only, but a Unity Indie version will follow.

    And here it is: http://etereo.com.br


    Thanks,

    imerso


    ----------------------------------------


    Hi,




    I have developed an independent C++ 3D engine that can render full sized planets in realtime. Considering the huge worldwide success of the Unity3D engine, I'm now considering (well, already started =) doing the same thing as an extension for Unity3D.

    I have studied Unity3D a bit, enough to be pretty much sure that I can rewrite my algorithms to work completely integrated, directly within the Unity3D editor. It would allow Unity3D developers to create complete, full sized and unique planets in seconds.

    But I'm curious, will the community find it something interesting?

    Please take a look on my site: http://www.etereo.com.br

    There are some videos and even a Windows ~100kb techdemo available there. (Requires a recent, OpenGL 2.1 videocard!).


    Thanks,

    imerso.
    Last edited by imerso; 02-15-2012 at 02:54 PM.


  2. Posts
    466
    Yes! That sounds very very interesting indeed.
    "Frontiers" - Science Fiction Action RPG project:
    http://forum.unity3d.com/threads/641...ld-RPG-Project


  3. Location
    Japan, San Francisco, London
    Posts
    113



  4. Posts
    243
    Quote Originally Posted by phil_ivey View Post
    plugin?
    I will really do my best to keep it small, simple to use and deployable to all targets, including the web-player.


  5. Location
    Yukon
    Posts
    668
    I think this would be very neat, and a lot of people I'm sure, myself included, would love this sort of thing for starting large scale game worlds on


  6. Location
    Germany
    Posts
    343
    +1

    Looks pretty interesting.
    // Time of Day - Realistic sky dome with day/night cycle, atmospheric scattering, cloud layers and cloud shadows.
    // I'm also on this thing called Twitter and have a website, feel free to step by!


  7. Posts
    21
    Yes, very interested in this! please make it happen.


  8. Location
    Germany | Hamburg
    Posts
    1,930
    it looks absolutely impressive. but i would like to know how one could populate the planets with vegetation and any other additional geometry.
    do you have to fade to a "classical" scene? and how could this be done seemlessly?

    lars
    Last edited by larsbertram; 09-12-2011 at 01:36 AM.
    Lux - open source physically based shader framework: http://forum.unity3d.com/threads/235027

    Advanced terrain shaders V2 [free]:http://u3d.as/content/forst/advanced...shaders-v2/2Bo
    Advanced mobile foliage shaders [free]: http://u3d.as/content/forst/ats-mobile-foliage/2XM
    ATS Colormap terrain shader [free]: http://u3d.as/content/forst/ats-colo...ain-shader/3fr
    ATS Snow Suite [free]: http://u3d.as/content/forst/ats-snow-suite/3fq


  9. Location
    Norway
    Posts
    364
    If you can make it run fast enough even with multiple planets in close proximity (for example 2-3 planets colliding) then I will change my salary account to your bank account.



  10. Administrator



    Location
    London, UK
    Posts
    3,308
    I'm curious...

    This sounds great, and I can imagine a number of uses for this project,but:

    How big is "full sized" for a planet. Scale is such a terribly difficult thing to achieve, and if one really *did* get an earth sized planet, how could one play a game on it?


  11. Posts
    243
    Quote Originally Posted by larsbertram View Post
    do you have to fade to a "classical" scene? and how could this be done seemlessly?
    Vegetation and other geometry can definitely be added to the planets --- I did not implement this part yet, but it is planned and will be handled in an automatic way (no need to manually place things).

    There is no need to fade to a classical scene, and there are no transitions at all.

    []s
    imerso


  12. Posts
    243
    Quote Originally Posted by Little Angel View Post
    How big is "full sized" for a planet. Scale is such a terribly difficult thing to achieve, and if one really *did* get an earth sized planet, how could one play a game on it?
    Full sized means that 1 unit = 1 meter, and a planet can have a radius like 6,371,000 meters, that is approximately the Earth's radius for example.

    And you're not limited to just one planet, you can have hundreds, even thousands of them orbiting around.

    How to play a game on it, well it depends on the plot created by the developers, I'll just provide the tool. =)

    []s
    imerso


  13. Posts
    243
    Quote Originally Posted by Alienchild View Post
    If you can make it run fast enough even with multiple planets in close proximity (for example 2-3 planets colliding) then I will change my salary account to your bank account.
    Heheh.

    Well, it is perfectly possible, but then it'll use more memory and CPU/GPU cycles. Processing requirement by close proximity planets is around O(n²). If your target has enough memory/CPU/GPU to spend on that, it'll just work as expected.

    []s
    imerso
    Last edited by imerso; 09-12-2011 at 08:00 AM.


  14. Location
    Düsseldorf Germany
    Posts
    667
    Sounds nice But whats about streaming and integration of unity terrain?

    A real size planet is fine , but if you place a lot stuff on it it need to be stream able.

    Overall Thumbs up for your project.

    If possible do not make it as a plug-in, all the unity free version user will thank you for that.
    I know converting the C++ to C# will take some time, but it will give much better usability and extendibility.
    Last edited by Malzbier; 09-12-2011 at 08:13 AM.

  15. Administrator



    Location
    London, UK
    Posts
    3,308
    My guess is that if you needed to play any sort of game with an open world the size of the earth, your game will need procedurally generated levels, which will take cycles to process and place but should be fast to pass as one would only be passing parameters not levels.


  16. Posts
    243
    Quote Originally Posted by Malzbier View Post
    Sounds nice But whats about streaming and integration of unity terrain?

    A real size planet is fine , but if you place a lot stuff on it it need to be stream able.
    Due to its own nature, it's definitely stream able.


    Quote Originally Posted by Malzbier View Post
    Overall Thumbs up for your project.
    Thank you.


    Quote Originally Posted by Malzbier View Post
    If possible do not make it as a plug-in, all the unity free version user will thank you for that.
    I know converting the C++ to C# will take some time, but it will give much better usability and extendibility.
    [/QUOTE]

    Yes, that is exactly what I'm doing, thanks.


    []s
    imerso


  17. Posts
    1
    I am definitely interested in your imersiva system integrated with Unity. Please keep me up to date on the conversion process with this.

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