[QUOTE=Asgard;47252049]Then how can a bowling ball at rest break through plywood.[/QUOTE]
The bowling ball applies a force on the floor (gravity) which can break under load given time, as long as the bowling ball is at rest the force required to cancel out the force of gravity (normal force) is of equal length and opposite direction. As soon as the floor breaks the bowling ball will start to move downwards (acceleration) because there is no longer a normal force from the floor to cancel out gravity, and then given the acceleration the resultant force will be non-zero.
[QUOTE=Asgard;47252049]Isn't the gravity vector part of the resultant force acted upon a object?[/QUOTE]
Yes, but if the resultant force is zero then you know there are other forces cancelling it out.
[QUOTE=brandonsh;47252042]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]
For non-commercial usage.
[QUOTE=Asgard;47252020]Unity Pro license is per person[/QUOTE]
this still applies to unity though, as with most software... as with most business:
[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]
barter
unity will happily give out five licenses for the price of one if you can pitch them a good project, same with pmuch any company tbh. hell, our team got ableton for like 75% off because our audio lead emailed them and just asked for it
[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]
There's Maya LT
[QUOTE=LuaChobo;47252459]hey look there goes every reason to keep my pro subscription
they are still gonna hold me to the next 4 months of my license though
nice[/QUOTE]
yeah i was thinking how much this sucks for the people who payed out the ass for the engine before they announced this
[QUOTE=Gamerman12;47252552]yeah i was thinking how much this sucks for the people who payed out the ass for the engine before they announced this[/QUOTE]
You can get a refund I believe
[QUOTE=Asgard;47252556]You can get a refund I believe[/QUOTE]
if so, that's great
Nvm it's a refund for people who bought Team License :/ Sorry
Although I suppose there's a possibility:
[quote]
Customers who pre-ordered a Unity 5 Professional Edition education license do not qualify for a refund. Other Individuals or studios/businesses who pre-ordered a Unity 5 Pro perpetual license may qualify for a refund.
To qualify for a refund, you must be able to attest that you have not had revenue or received funding in excess of US$100,000 in the previous fiscal year as set forth in the [URL="http://unity3d.com/unity3d.com/legal/eula"]Software License Agreement[/URL]. If you wish to apply for a refund, please fill out [URL="https://store.unity3d.com/refund_requests/pro_5x"]this form[/URL].
The deadline to apply for a refund is May 1, 2015.
Once your refund has been processed, your Unity 5 Pro license will be deactivated and you can then download Unity Personal Edition.
[/quote]
Well shit. Unity essentially proved me wrong this day.
I thought there was no way that they could essentially offer the whole engine for free, but they did it.
Now, I'm really torn between UE4 and Unity 5. Unity 5 has the better licensing deal, of course, but UE4 is quite powerful.
Still, something tells me that a decent number of Unity Pro users might be pissed off as a result of this.
[QUOTE=Rahu X;47252673]Well shit. Unity essentially proved me wrong this day.
I thought there was no way that they could essentially offer the whole engine for free, but they did it.
Now, I'm really torn between UE4 and Unity 5. Unity 5 has the better licensing deal, of course, but UE4 is quite powerful.
Still, something tells me that a decent number of Unity Pro users might be pissed off as a result of this.[/QUOTE]
Unreal is for artists, Unity is for programmers. Try out both and see which one is more comfortable for you.
[QUOTE=Gamerman12;47252716]Unreal is for artists, Unity is for programmers. Try out both and see which one is more comfortable for you.[/QUOTE]
Except Unreal's source code access is much more interesting for programmers? And Unity's abstraction and component based development is very useful for artists. I think you're oversimplifying.
[QUOTE=Gamerman12;47252716]Unreal is for artists, Unity is for programmers. Try out both and see which one is more comfortable for you.[/QUOTE]
pbr unity5 means this isn't true anymore. perhaps ue4's materials are slightly more powerful but time will tell when some people run real tech art tests on that stuff i guess
but i still feel unity5 is way easier to use, artist or otherwise. anything that allows the user to whack shit into the engine really fast and make adjustments on the fly is better for that user in my opinion, even if ue4's pbr is slightly stronger. as far as i know, ue4 only accepts square tga for texture files, for example? where-as unity can take pmuch any file format in any dimensions, so you can just sit there with your psd with all of its layers intact, with unity updating the moment you press ctrl+s. that and it does real-time baking so, after a minor stutter, your lightmaps are updated on the fly with every change you make
no idea about the programming side of either, but the old "ue is for arists, unity is for programmers" thing seems like something from way back in ue3/unity4 days
Unity is also lighter so if you're on old hardware, you can still do stuff in unity while in unreal it becomes sluggish. Very useful to know for people who do stuff on weak laptops for example.
[editline]3rd March 2015[/editline]
[QUOTE=Rahu X;47252673]
I thought there was no way that they could essentially offer the whole engine for free, but they did it.
[/QUOTE]Except the skin that doesn't turn your eyes into a mess.
[QUOTE=Gamerman12;47252716]Unreal is for artists, Unity is for programmers. Try out both and see which one is more comfortable for you.[/QUOTE]
This is just outright wrong.
Next:
"Hey guys, good news! Gamebryo is now FREE!"
"...guys?"
[QUOTE=Sector 7;47252872]Next:
"Hey guys, good news! Gamebryo is now FREE!"
"...guys?"[/QUOTE]
You do realize that gamebryo is used for a lot more then tes and fallout right?
[QUOTE=JustExtreme;47251687]Weird how they kept the decent skin as pro only, who the fuck pays for a skin?[/QUOTE]
CSGO players
[QUOTE=ChestyMcGee;47252777]pbr unity5 means this isn't true anymore. perhaps ue4's materials are slightly more powerful but time will tell when some people run real tech art tests on that stuff i guess
but i still feel unity5 is way easier to use, artist or otherwise. anything that allows the user to whack shit into the engine really fast and make adjustments on the fly is better for that user in my opinion, even if ue4's pbr is slightly stronger. as far as i know, ue4 only accepts square tga for texture files, for example? where-as unity can take pmuch any file format in any dimensions, so you can just sit there with your psd with all of its layers intact, with unity updating the moment you press ctrl+s. that and it does real-time baking so, after a minor stutter, your lightmaps are updated on the fly with every change you make
no idea about the programming side of either, but the old "ue is for arists, unity is for programmers" thing seems like something from way back in ue3/unity4 days[/QUOTE]
yeah, you're actually more right than i. i just pulled that description out of a hat, but the main idea is to [I]try whichever works best for you because honestly at this rate there's no "better engine"[/I]
So Unity 3D isn't free if you release a game and sell it for money? How much does it cost then?
[QUOTE=TheNerdPest14;47253073]So Unity 3D isn't free if you release a game and sell it for money? How much does it cost then?[/QUOTE]
If you make over $100,000 it's $1,500 per seat and then it's $1,500 extra each for Android and iOS (but you only need one of those each, not per person).
Examples for 10 seats:
1,500*10+1500+1500 = $[B]18,000[/B] to deploy to Android and iOS
1,500*10 = $[B]15,000[/B] to deploy to all other platforms except Android and iOS
[QUOTE=Lalelalala;47253245]If you make over $100,000 it's [b]$1,500 per seat[/b] [/QUOTE]
[url]http://store.unity3d.com/products[/url] Team licenses are included free in Unity 5 Pro, no need to pay $15,000 for a 10 man team.
[QUOTE=AlTheUnderdog;47253414][url]http://store.unity3d.com/products[/url] Team licenses are included free in Unity 5 Pro, no need to pay $15,000 for a 10 man team.[/QUOTE]
That's not what a Team License is.
[quote=Team License]A Unity Professional Edition license includes Team License, [B]which facilitates efficient asset sharing and big productivity boosts.[/B][/quote]
[QUOTE=Lalelalala;47253245]If you make over $100,000 it's $1,500 per seat and then it's $1,500 extra each for Android and iOS (but you only need one of those each, not per person).
Examples for 10 seats:
1,500*10+1500+1500 = $[B]18,000[/B] to deploy to Android and iOS
1,500*10 = $[B]15,000[/B] to deploy to all other platforms except Android and iOS[/QUOTE]
If you have at least 2 people, assuming you dont make more than $3k per quarter, that means UE is cheaper.
[QUOTE=LuaChobo;47254363]it literally depends on size and income, with UE the more you earn the more you pay
Unity is a decent initial payment or the long ass sub
[b]legit depends on preferences at this point, arguing price will always have people spout bs[/b][/QUOTE]
Uhh, no, it's actually simple mathematics.
Unity is $0 up until $100,000 a year is made, at which point it is $1500 * number of licenses bought.
Unreal is $0 up until $3,000 a year is made, at which point it is 0.05 * profit per year.
With Unreal, you do not pay $1500 until you reach $30,000 a year.
At $100,000 a year, you pay $1500 per Unity license, or $5000 in Unreal royalties. At this point, Unity licenses are cheaper until the point you buy 4 or more licenses, at which point Unreal is more expensive again.
Every $30,000 your game makes in Unreal equates to another Unity license.
Therefore, the economic feasibility of one engine over the other can be represented as a function of Unity licenses.
The moment Unity becomes cheaper than Unreal is when you've expended all your licenses. So if you have 10 potential licenses to buy, that point is $300,000. At $300,000, you pay $15,000 in Unreal royalties [b]or[/b] $15,000 in buying ten Unity licenses. Any dollar you make beyond $300,000 then makes Unreal more expensive than Unity - and every dollar [b]under[/b] $300,000 makes Unreal cheaper than Unity.
[QUOTE=doomevil;47251309]Battle of the game engines starring Unreal 4 and Unity 5.[/QUOTE]
It's gonna be a race between Source 2, CryEngine 3, Unreal 4 and Unity 5.
[QUOTE=Gmod4ever;47254407]Uhh, no, it's actually simple mathematics.
Unity is $0 up until $100,000 a year is made, at which point it is $1500 * number of licenses bought.
Unreal is $0 up until $3,000 a year is made, at which point it is 0.05 * [B]profit[/B] per year.
[/QUOTE]
It's gross revenue not net revenue.
If you made $100,000 worth of sales on Steam your still paying Unreal $5000 regardless of the cut steam takes.
Personally I prefer Unity since at most I will only have to buy 1 license for myself, and I won't have to send my accounting information to Unreal every 3 months for the rest of the products lifetime.
[QUOTE=LuaChobo;47254528]
on the other hand, UE takes gross royalties (is it for the company as a whole or each game, udk was each game iirc)
So not only will you continue to pay royalties for your first game, but your 2nd will also be hit by it[/QUOTE]
I [B]think[/B] it's per game, here's the quote
[quote]Once you've begun collecting money for your product, you'll need to track gross revenue and pay a 5% royalty on that amount after the first $3000 per game per calendar quarter.[/quote]
So this may be even more complicated if it's actually after $3000 per quarter, it could be cheaper though.
i.e. instead of
Q1: Gross revenue :$4000
Q2: Gross revenue :$1000
Pay Unreal $250
it might mean
Pay Unreal $200
Someone made this nice chart on /r/gamedev
[img]http://i.imgur.com/dNEObSx.jpg[/img]
[QUOTE=MadPro119;47254551]Someone made this nice chart on /r/gamedev
[IMG]http://i.imgur.com/dNEObSx.jpg[/IMG][/QUOTE]
I don't think that's correct.
That is assuming you are purchasing a pro license per game which frankly makes no sense. You buy it once as a user. I don't know if this is more applicable for teams, I haven't read that yet.
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