• Unity 5 is now free!
    112 replies, posted
[QUOTE=Svinnik;47251303]Unity sounds better tbh in terms of cost considering that[/QUOTE] It is because when you add tax and other stuff on your income you end up giving up a lot of money to other sources. Besides, with Unity you could literally make a game that pays for the pro license, as you will be requested to buy pro once you've made 100k gross. So there's no pressure of buying it before putting it up for sale.
[QUOTE=Asgard;47251416]You couldn't be more wrong, sorry. You can get the velocity and mass of a colliding object[/QUOTE] Getting the velocity and mass of a colliding object is not the same as getting the active force on the original object. And forgive me if what I said doesn't apply to 5, but in version 4 at least, if there's several heavy objects resting on top of an object you can't get the pressure unless you figure out all of the objects resting on top of it, their collision positions and mass, etc. along with any OTHER objects they're resting on. It's doable, but it's extremely difficult and not efficient. If you try to create a destructibility engine without figuring all of that out you end up with the problem of one beam holding up an entire building and not breaking. If there is a way to get the ACTUAL active forces on an object I'd like to know it, because the only solution I've seen from searching is the "get mass and velocity of a colliding object" which isn't an ideal solution.
[QUOTE=Helix Snake;47251594]Getting the velocity and mass of a colliding object is not the same as getting the active force on the original object. [/QUOTE] F = ma a = dv/dt so if you have mass and velocity, you can find force
[QUOTE=Helix Snake;47251594]Getting the velocity and mass of a colliding object is not the same as getting the active force on the original object. And forgive me if what I said doesn't apply to 5, but in version 4 at least, if there's several heavy objects resting on top of an object you can't get the pressure unless you figure out all of the objects resting on top of it, their collision positions and mass, etc. It's doable, but it's not efficient. If you try to create a destructibility engine without figuring all of that out you end up with the problem of one beam holding up an entire building and not breaking. If there is a way to get the ACTUAL active forces on an object I'd like to know it, because the only solution I've seen from searching is the "get mass and velocity of a colliding object" which isn't an ideal solution.[/QUOTE] why isn't that an ideal solution though? isn't that basically how it would work anyways, just what you're looking for is internal? just turn it into a static function and then call it whenever you need to.
[QUOTE=NixNax123;47251627]F = ma a = dv/dt so if you have mass and velocity, you can find force[/QUOTE] Momentum isn't the only force that exists. There's also gravity, along with any other forces that might act on a non-moving object. [editline]3rd March 2015[/editline] [QUOTE=Gamerman12;47251629]why isn't that an ideal solution though? isn't that basically how it would work anyways, just what you're looking for is internal? just turn it into a static function and then call it whenever you need to.[/QUOTE] It's not an ideal solution because it only gives you the force from momentum.
[QUOTE=Helix Snake;47251639]Momentum isn't the only force that exists. There's also gravity, along with any other forces that might act on a non-moving object. [editline]3rd March 2015[/editline] It's not an ideal solution because it only gives you the force from momentum.[/QUOTE] You can also find those external forces...
[QUOTE=NixNax123;47251656]You can also find those external forces...[/QUOTE] Mind telling me how? Also please don't get the idea that I was knocking Unity in my first post in this topic, I was saying why a developer would prefer to use UE4 even though it's less cost-effective. I love Unity, but it's not perfect.
[QUOTE=Helix Snake;47251664]Mind telling me how?[/QUOTE] [code]Vector3 impactForce = collision.impactForceSum;[/code] where 'collision' is of type Collision.
Velocity is never 0 when calculating force
Weird how they kept the decent skin as pro only, who the fuck pays for a skin?
[QUOTE=NixNax123;47251676][code]Vector3 impactForce = collision.impactForceSum;[/code] where 'collision' is of type Collision.[/QUOTE] Alright, I'll give you this, but it's marked as deprecated and it doesn't exist in the documentation (which is why I couldn't find it). Any idea why? I googled it and I'm seeing a lot of people saying it doesn't work properly as well. This leads me to believe that it acts similar to relativeVelocity and wouldn't be suitable for calculating the gravitational force on an object. [editline]3rd March 2015[/editline] [QUOTE=Asgard;47251682]Velocity is never 0 when calculating force[/QUOTE] Does an object resting on another object have velocity? If so how can I calculate the gravitational force of that?
Its velocity is 0 but two objects with mass sitting stationary on eachother still exert a force. I assume you can use the amount of gravity usually applied to the object instead of the actual velocity to calculate force. -snipped, I was wrong-
[QUOTE=Asgard;47251827] Paging JohnnyMo1[/QUOTE] i don't think you need him to answer a basic high school physics question (the velocity of the object is kept constant)
[QUOTE=NixNax123;47251883]i don't think you need him to answer a basic high school physics question[/QUOTE] Ha feel free to tell me then, because I don't know
[QUOTE=Asgard;47251827]Its velocity is 0 but two objects with mass sitting stationary on eachother still exert a force. I assume you can use the amount of gravity usually applied to the object instead of the actual velocity to calculate force. [editline]3rd March 2015[/editline] Resultant force =/= forces exerted on a object [editline]3rd March 2015[/editline] Paging JohnnyMo1, how much force does an object exert when it's resultant force is 0? So it's pushing on another object because of gravity. 9.8m/s^2 * mass?[/QUOTE] Yeah but the resulting force will also depend on anything resting on top of it, as well as, if it's resting on another object, the angle / position it's resting. Like I said, it's not impossible, but it's a pain in the ass. And that's not even considering constraints.
So you have to write a function that calculates the resultant force on an object, and that's bad? It doesn't require a complete physics rewrite as you claimed
[QUOTE=Asgard;47251827] Resultant force =/= forces exerted on a object [/QUOTE] the resultant force is the vector sum of all the forces acting on an object
[QUOTE=Asgard;47251899]So you have to write a function that calculates the resultant force on an object, and that's bad? It doesn't require a complete physics rewrite as you claimed[/QUOTE] It's inefficient if there's a lot of objects. I said that.
It'd be neat if Autodesk did something similar (for commercial usage) with Maya. I use Blender, but Autodesk Maya is pretty satisfying to use at the university I go to.
[QUOTE=The Duke;47251936]It'd be neat if Autodesk did something similar with Maya[/QUOTE] i think it's only a matter of time considering how all other major software is going atm
[QUOTE=Thlis;47251219]As far as I'm aware Unity: You must buy the pro version ($1500) after making $100,000 UE4: You must pay %5 GROSS income after making $3000[/QUOTE] But if I have five people working on the project that just made it past $100,000 and all of them need to use Unity, do I pay 5 times $1500 which is $7500 or does the license apply for unlimited amount of people within one company?
[QUOTE=Helix Snake;47251909]It's inefficient if there's a lot of objects. I said that.[/QUOTE] Not if you always store the force acted upon an object each frame. Then you only have to get the force of an object that's directly colliding with you, and add the resultant force that's on that object.
[QUOTE=Svinnik;47251303]Unity sounds better tbh in terms of cost considering that[/QUOTE] You are encouraged on the registration page to go and negotiate different contract with them, on the UE4 registration page, specifically naming possibility of lump sum if you want to, and if you come and go "look, I can do this in Unity at this cost, give me same price or I am taking my business to them instead", I am fairly sure they will agree to it.
[QUOTE=Asgard;47251998]Not if you always store the force acted upon an object each frame. Then you only have to get the force of an object that's directly colliding with you, and add the resultant force that's on that object.[/QUOTE] You might be right about this.
[QUOTE=Awesomecaek;47251991]But if I have five people working on the project that just made it past $100,000 and all of them need to use Unity, do I pay 5 times $1500 which is $7500 or does the license apply for unlimited amount of people within one company?[/QUOTE] Unity Pro license is per person
[QUOTE=Awesomecaek;47252002]You are encouraged on the registration page to go and negotiate different contract with them, on the UE4 registration page, specifically naming possibility of lump sum if you want to, and if you come and go "look, I can do this in Unity at this cost, give me same price or I am taking my business to them instead", I am fairly sure they will agree to it.[/QUOTE] That's true, but that also literally doesn't matter if you already prefer eithers workflow to the other. I prefer unity's workflow to ue4, and since I now know the approximate cost will be similar on either platform, I'm gonna stick with Unity (most likely). the only bummer is the lack of source code access.
[QUOTE=NixNax123;47251627][B]F = ma[/B] a = dv/dt so if you have mass and velocity, you can find force[/QUOTE] That's the resultant force, which is zero for an object at rest.
[QUOTE=G-Strogg;47252023]That's true, but that also literally doesn't matter if you already prefer eithers workflow to the other. I prefer unity's workflow to ue4, and since I now know the approximate cost will be similar on either platform, I'm gonna stick with Unity (most likely). the only bummer is the lack of source code access.[/QUOTE] Yea, although if you are sure you need source code access, you can contact the sales team and negotiate a price. But I agree that Epic is much, much more friendlier in that regard.
[QUOTE=The Duke;47251936]It'd be neat if Autodesk did something similar (for commercial usage) with Maya. I use Blender, but Autodesk Maya is pretty satisfying to use at the university I go to.[/QUOTE] You can get 3-year Autodesk software licenses free through their student program. Plus, each version gets a new 3-year license, so... free Autodesk!
[QUOTE=EvacX;47252024]That's the resultant force, which is zero for an object at rest.[/QUOTE] Then how can a bowling ball at rest break through plywood. Isn't the gravity vector part of the resultant force acted upon a object?
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