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Yes, CH developed starforge and they ♥♥♥♥♥♥ up. This time, they're actually responding well to the community, trying to make it right. They're making an awesome game. to be honest, yes there are bugs, but with all the current things you can do in this game, its already worth the value.
I was hoping unity 5 would be the fix-all but that does not seem to be the case either.
I think its just because unity was originally made as a web browser engine, then mobile, now open world sandbox is a pretty big jump.
Another example i should have added to this list is "the long dark" as it has very basic graphics and still manages to have fps drops as well
And in unity engine games the performance TANKS HARD when you are in mesh-wireframe dense areas (like places with buildings and houses and a lot of right angles etc)
Its as if the unity engine has no culling at all and just renders everything. From my understanding culling is when the game ONLY renders what you are actually looking at and ignores all the graphics you can not see (like behind your character for example). If done poorly (like in RAGE or wolfenstein the new order) you can turn around really quickly and see the white emptiness from culling. Games that do not have any culling (dayz) just render all the buildings even if you can not see them from where you are standing.
Warz i know is a crap game and all, but for an online multiplayer open world i am impressed with that game engine and its ability to get 100+ fps in cities with many buildings and dense skyscrapers around
Maybe they will optimize unity better for open world games in a future version of unity who knows
http://steamcommunity.com/sharedfiles/filedetails/?id=409725181
Once their we build a cage and put him inside so when he logs in he will be our prisoner.
http://steamcommunity.com/sharedfiles/filedetails/?id=409725214
So the plan is to use him as a gatherer for wood and supplies while we have someone with a whip keep him in line!
http://steamcommunity.com/sharedfiles/filedetails/?id=409725079
After lowering his health he decides to log out of the game either not knowing or caring that his body would be laying right there so we tie him up take him to base and put him in a cage!
http://steamcommunity.com/sharedfiles/filedetails/?id=409725003
We also lost one of our men in the process...
http://steamcommunity.com/sharedfiles/filedetails/?id=409724923
So after a bit of debate on what to do with our prisoner that attacked us. We decided to have a blood orgy and take his stuff.
http://steamcommunity.com/sharedfiles/filedetails/?id=409725254
Then I finish up the basics of my house and put up 4 doors for extra protection and log out for the night!!
http://steamcommunity.com/sharedfiles/filedetails/?id=409725332
That was one of the most enjoyable Experiences i have had in gaming for a while!! It was hilarious and just a ton of fun! Hope you enjoyed the read anyone else have a similar fun time like this? Maybe today i will get some video.
The "connection" you are seeing with the mixes of these games is simple to explain and has little to nothing to do with the engine. Making games look - and run good is hard. Game design in general is very difficult and requires a lot of experience. Most of the games you've mentioned are very heavy in things like foilage (You may blame the "survival theme" for this) and If you have 20 km2 of the stuff, shít will go down on giving your computer work to do rendering it all.
What RoK's situation leads down to is a clusterfúck combination of the in-game lightning, the moving shadows, individual objects in en-massé, an almost non-existant 'proper' view distance grace function and last but not least, server-side problems.. As most of you have probably already experienced in terms of crashes, spikes, freezes, disconnects and inability to join. They are very alpha-esque and the developers have realized this, thus they are focusing on making the game perform better.
I just implemented a full voxel system in unity and it all runs very nice with huge open world.
The only problem the unity engine has is, that its to easy to use.
You can create games per click and drop and just writing some small scripts.
You dont need any knowledge about anything to use the unity engine and get a finished game.
But as less knowledge you have, as more misstakes you do that drops the performance.
It makes a big difference if you try to render the whole world every frame or if you use smart techniques to lower the rendering costs (unity has standart techniques, and if you trust on them for a open world game you get ♥♥♥♥♥♥)
It makes a big difference if you have a client gameloop that relies on reciving server messages or that runs fully asynchron (or in easywords if you fps are depend your ping or not)
The servercode for reign of kings is totaly messed up and thats shows how less experience the developers realy had (they wouldnt be able to create this game with anything else then the easy to use engines like unity).
When it comes to hack security they did basicaly every misstake you could make when writing a gameserver.
The last thing is, that if you develop in unity, noone force you to use unity out of the box.
You can get the full source code license if you need and customize unity to its core.
Its up to the developers how much they customize, and alot of new startups just build games in unity per drag and drop with some prefabs wich runs good on their development machines and is a mess out in the real world.
I was able to render a 1km x 1km "terrain" with full vegetation on my Samsung Galaxy S2 nearly to arma1 - arma2 graphics using unity already 2 years ago