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Rocket Jump: 037 – OMG OLED

23 February 2012 by Jim Hunter

This week Todd and Jim start off the show talking about the SSX demo and physics platformer Rochard. Then Ben joins in the mix to talk about PS Vita, and what makes Todd the Snoop Dogg of retail video game outlets. On a more somber note, our longtime friend and co-host Adam Cogswell has bid us farewell. K.I.A. by a random creep, and buried at Summoner’s Rift

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This topic contains 5 replies, has 5 voices, and was last updated by  Mason Worrell 1 year, 2 months ago.

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February 23, 2012 at 9:42 am #8790

Jim Hunter

This week Todd and Jim start off the show talking about the SSX demo and physics platformer Rochard. Then Ben joins in the mix to talk about PS Vita, and what makes Todd the Snoop Dogg of retail video game outlets. On a more somber note, our longtime friend and co-host Adam Cogswell has bid us farewell. K.I.A. by a random creep, and buried at Summoner’s Rift

[See the full post at: Rocket Jump: 037 - OMG OLED]


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February 24, 2012 at 7:52 pm #8847

JJ

Thanks Todd. Now I want a Vita again.


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February 25, 2012 at 1:51 am #8864

Mason Worrell

I can speak to why Unity has become so popular: It’s one hell of a deal. Very powerful, very robust, and very cheap. It’s replacing UDK and Source as the main engine/framework being used in game development schools because it’s very easy to teach in a limited amount of time. Higher level design courses do go into Source and Unreal (UDK), of course.

The indie community loves it because it is basically designed from the ground up for indies, and has features that help smaller developers. Combine that with the low overhead (a license of Unity Pro is only $1500 dollars. Incredibly cheap for an engine)

[EDIT: To put that in perspective, the numbers thrown around for Unreal is $1million+25% of your IP. This is unconfirmed, and you have to contact the company for the actual licensing deals, so I can't say for certain, but that's the numbers I've heard]

and you have the ability to avoid Epic’s 25% cut of your IP (Once you go over a certain amount sold). Add to that the fact that it’s gaining more and more features that put it near the league of Unreal and Source, and well…you get an engine more and more people are being trained on for cheaper. ~shrug~


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  • This reply was modified 1 year, 2 months ago by  Mason Worrell.
  • This reply was modified 1 year, 2 months ago by  Mason Worrell.
February 25, 2012 at 7:52 am #8868

David Hughes

I haven’t tried any of these, but UDK is available in a totally free version. I thought that was their way to get more students on it.

Another thing about Unity (correct me if I’m wrong) but it can feasibly run in a browser, so it scales much lower than Unreal.


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February 25, 2012 at 12:11 pm #8876

Art Deetu

It does run well in a browser, that is how I was playing Desktop Dungeons for a while. The creation of content is free in UDK, but the actual production of a commercial product is where you need to pay :P


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February 25, 2012 at 12:19 pm #8878

Mason Worrell

David Hughes:
I haven’t tried any of these, but UDK is available in a totally free version. I thought that was their way to get more students on it.

Another thing about Unity (correct me if I’m wrong) but it can feasibly run in a browser, so it scales much lower than Unreal.

Art Deetu:
It does run well in a browser, that is how I was playing Desktop Dungeons for a while. The creation of content is free in UDK, but the actual production of a commercial product is where you need to pay

Yes, Unity can export projects to browser-based things (and its latest incarnation can now export to flash as well).
And yes, UDK is free to use (I have three versions of it on my computer right now), but as Art said, you can’t sell anything you make with it. Once you start talking selling a product, Epic wants a cut. And typically that’s around a million bucks and 25% of your IP, once you go over a certain number of units sold. Unity is a one-off 1500$ purchase and done. (Extra purchases for the mobile and flash versions).

The only reason Unity is replacing UDK as the main thing for students is the ease of teaching it. It’s the difference between teaching DirectX and OpenGL. The way OpenGL is structured allows for a better classroom setting and quicker learning of the basics. Same goes for Unity. You can get your hands dirtier quicker.


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