Okay I just thought I would re-write this journal because it was too long, and written in a bit of a rush (the longer I spend on journals, the shorter they get
So I'm testing driving Unity
with a kind of freestyle mini project, more or less following my 'default style' except for some recent interest in the knife tool (Blender's, but also doing "knife related" coding work on the side) which is making stuff look a bit lo-poly.
I thought our game framework was getting old. Since I wanted to go back to something "more third person, more 3D", closer to Antistar and Project Spectral, I thought it would be the perfect time to transfer some of what we learned to an x-platform, 3rd party engine such as Unity or Unreal.
The toolchain (engine, level editor) needed to be free, cross-platform, easy to use so we can quickly get productive. Unity fits all these requirements.Using Unity means that we will be able to do live demos (via plugin) and share the level design effort if some of you guys are interested.
I don't want dive into the Antistar Upgrade, or go back to Project Spectral while trying a new tool.
I think some help will be welcome with the test project; I will talk to some of our members about this.
It would be good to know what is everybody's availability over summer.Other stuff
Recently (as part of "The Strain/Darwin's Nightmare project") I drafted a new OpenGL-ES2/3 renderer
but with the incoming release of the Swift language
and Metal framework
, it is not a good time to write an iOS specific rendering engine using Objective-C.
I have ideas to further my interest in building rendering engines / game engines and other tools, but in the near future game production will stay to the foreground, and be disconnected from these efforts.