![]() ![]() ![]() Web Player - Ok blender used to have a web player, I don’t know what happened with that project- but Unity’s web player is pretty badass. On top of that, I still haven’t found a way to place your own icon into the top left corner of your game without recompiling the blender player- which, at that point, again you’re subject to GPL. ![]() exe and a GPL game, or vulnerable assets and a technically legal game. In Blender, it’s either have a nicely packaged. I’m assuming the Indie license is the same, so please correct me if I’m wrong. I could be wrong, this may be different now with the free version. Unity allows you to sell your games with the free engine until a certain point, as I recall with the Indie license before it was free, it was something like 100,000 units (and at that point, if you don’t have more than enough money to buy the professional edition, you must’ve been spending it pretty darn fast). If I were to attempt a commercial blender game right now, Bpplayer would be the first thing on my list of resources. Net frameworks installed already, I have old systems. It runs on damn near anything.Īgain, I’m more of an exception in this case because most people have all the. Now, Blender does have a few script hacks, and also a full blown asset protection that works on Windows only atm (my hat is off to the creator of bpplayer), but in Unity, assets are protected right out of the box, and expect nothing from the user.Net wasn’t working on my laptop for a while and Unity would still play. If someone has Blender on their computer, the. A game maker slaves over their assets, there should be a layer of protection that goes at least a little beyond double click. Here’s the pro’s and con’s as I see them.Īsset Protection - This is huge. I went on to Panda because there were things I wanted that BGE couldn’t offer, and now I’m going on to Unity, possibly keeping Panda in my backpocket for now. I still have a soft spot in my heart for BGE, and I really hope it becomes a serious engine someday. ![]() You’ve got Modifiers that work in game, and Shape Keys! The material and node editor alone kick the crap out of Unity’s Shader lab, which is very difficult to get into without having a specialty in shader programming. But BGE definitely has it’s advantages over Unity. I know theres the Gamekit book, but having to purchase a book for basic documentation is just one more hurdle I didn’t care to jump. The BGE wiki is spotty in places, and completely missing in others. Unity’s documentation is all in one place, easily searchable API functions with examples. Even printing text on the screen is a hassle in BGE.ĭocumentation - Honestly, this is the biggest thing for me. One thing that personally turned me off of BGE was it’s very very basic GUI rendering. It’s extremely flexible, and skinnable via a CSS type structure. The GUI API - Unity’s IDE GUI is the same as the game engine GUI. Something similar could be done in Blender 2.5 with customizable panels. Being able to change variables on the fly (in Realtime no less) is really good for prototyping. Having your scripts be Components of the actual engine is really nice. IMO, the BGE could easily match Unity in usefullness if a few things were changed. I did try and get into the BGE before using Unity. ![]()
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