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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1447701766741.jpg (54.61 KB, 377x369, 377:369, 1446023421603.jpg)

d6ae7a No.23866

This is not about a game, but I figured there are quite some people here who have enough experience with Unity.

I want to build a UX/web app with Unity that features 3D capabilities. Something like http://www.justinmind.com/ or any Adobe application. It will be mainly used to manipulate many different 2D layers, load pictures, do some import/export of projects

It's just a weird idea I had while researching some graphic libraries. I figured a game engine would provide me with some very interesting capabilities and be a compelling alternative to just starting from scratch. I also expect a very decent performance out of the box.

So my main concerns are:

- Speed, performance and startup time

- Importing/Exporting pictures/models during run time

- Scalability and resource management

- Packaging and cross deployment on OSX, Linux especially Ubuntu and Windows

- Interacting with the underlying OS (For example, dragging and dropping files into the window)

- Limitations?

- Font support

- Anything I should know about licencing/distributing this thing? Can I host this project on Github? What's the closest I can get to Open Source this project?

- Would the free version be sufficient?

- Integrating/Packing node for some web/utility features

- Manipulation of vector and pixel images, cropping, effects etc

I don't need to be spoonfed on everything. I just want some professional opinions and some general pointers. Just tell me if it's a good or bad idea and why, please.

5c290d No.23944

File: 1447935563735.gif (2.31 MB, 480x270, 16:9, Yuri2.gif)

Bumping with forbidden love because I'm still interested.


2e3262 No.23949

>- Speed, performance and startup time

>- Scalability and resource management

>- Packaging and cross deployment on OSX, Linux especially Ubuntu and Windows

Wouldn't Unity at the baseline drive up the graphics requirements? Like GFX acceleration always on? That would be the main concern here I think. As this whole project would be web player or webgl based, I think users would have to download the whole app each time they use it.

>- Importing/Exporting pictures/models during runtime

>- Interacting with the underlying OS (For example, dragging and dropping files into the window)

This should be doable via both URL and/or drag+dropping.

>- Font support

Prepare whatever font you want to use. If you want to use different/variety fonts at runtime, I'm sure there's a way to do it right, but I think most quick implementations will cause pixelated fonts with strange spacing if they're not prepared beforehand.

>- Would the free version be sufficient?

No idea, but it doesn't cost anything to find out.

>- Manipulation of vector and pixel images, cropping, effects etc

Should be doable.


2e3262 No.23950

>>23949

>- Speed, performance and startup time

>- Scalability and resource management

Also it'd be prudent to implement some way to generate and mix together imported textures into an atlas at runtime and find ways to lower memory usage and draw calls if you're letting people compose scenes with all these different objects. Might want to limit the size of textures or dynamically resize them on import somehow.

If you're letting them import 3D models too, you could create a classification for different objects (human/prop/etc...) and maybe use low footprint placeholders when setting up scenes... only showing the actual model when they hit a preview or render button. At the very least make it possible to toggle individual or whole classes of objects in this way to save on performance.


5c290d No.23952

File: 1447968808919.jpg (31.69 KB, 630x380, 63:38, Amazon-smartphone-mockup-6….jpg)

>>23949

>Wouldn't Unity at the baseline drive up the graphics requirements? Like GFX acceleration always on?

Since the application is targeted at users who use programs like Photoshop the graphic requirements can be relatively high. I'm more concerned about ram usage. Photoshop has a feature called scrap disk which uses you hard drive if it runs out of usable memory.

>As this whole project would be web player or webgl based, I think users would have to download the whole app each time they use it.

The app either exports an html, image file or a project file which you can import with the program. Maybe I can even export a 3D model, but the application itself will be locally installed.

>Prepare whatever font you want to use. If you want to use different/variety fonts at runtime, I'm sure there's a way to do it right, but I think most quick implementations will cause pixelated fonts with strange spacing if they're not prepared beforehand.

I really need to experiment in unity here, there's nothing on the internet about font rendering at all. There seems to be something called Dynamic Fonts which sounds like what I want to have. At least I now know that Unity supports both .ttf and .otf files.

>>23950

>Also it'd be prudent to implement some way to generate and mix together imported textures into an atlas at runtime and find ways to lower memory usage and draw calls if you're letting people compose scenes with all these different objects. Might want to limit the size of textures or dynamically resize them on import somehow.

Most objects are going to be simple 2D shapes with rgb colors without any textures which change their form at runtime. There will be a handful of prefabs with basic functionalities like text forms, buttons, lists and so on. Are images a big choke point? They don't need to be big, but depending on the project there might be a hundred images (which are not all visible at the same time though) There will also be a limit on how close you can zoom in.

>If you're letting them import 3D models too, you could create a classification for different objects (human/prop/etc...) and maybe use low footprint placeholders when setting up scenes... only showing the actual model when they hit a preview or render button.

It's something like this. Most of the time the user will use a '2D' mode that works like a canvas in most graphic programs. The only time it's going to be 3D is a preview function like pic related. There's going to be a predefined selection of 3D models so importing new models is not really important.

I've been working through some tutorials, the manual and some other resources now and I'm still clueless as to how I'm going to manage memory usage efficiently. I guess I have to find out the hard way. I'm still pretty gung ho about this, it's going to be a fun project.




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