On 17/06/2013, at 11:46 AM, Daniel Stokes wrote:

> Furthermore, I would like to point out that the BGE is at least
> on par with the free version of Unity feature wise.

Firstly, let me state that whilst I actually approve of Ton's moves regarding 
BGE, I'm not writing this email in an effort to discourage those that want to 
keep the BGE (or their favourite elements thereof) in core Blender. Whilst I 
prefer alternate engines for various reasons, I see no problems with there 
being an official game engine for Blender should the issues Ton raised in the 
blog be resolved (in particular, the developer effort issue).

With that said, and without actually being a Unity evangelist (I too don't use 
it), the above is false and needs to be corrected in the same email archive as 
the claim was made. BGE is *not* on par with the free version of Unity feature 
wise. 

Unity has multiplayer support for free, BGE does not
Unity has (working) animation tools Blender & BGE do not. Including animation 
specific state machine & blend tree support.
Unity also has built-in PVS occlusion culling, LOD terrain & foliage, automated 
texture atlasing, integrated Web Browser plugin (with bi-directional API access 
to/from the browser), one-click iOS & Android deployment, and so on. That's 
just the free version (the pro one has quite a bit more over & above BGE).

There are features "out of the box" that BGE has that Unity Free does not 
(Detour/Recast nav-mesh routing comes to mind), but that means BGE has an 
"alternate" feature-set to Unity Free, not really one "on par" with it.

As one of the reasons Ton mentioned for the decision regarding the BGE was the 
lack of a competitive featureset compared to other offerings, we need to be 
honest about these things if we're going to discuss changes to his proposal on 
the matter.

--
Benjamin Tolputt

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