# Unity C4 Engine, Unity 3D or else?

This topic is 2701 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

I'm in a video game design class and we use Unity 3D. We've been looking into other engines and I suggested C4. What with it using C++ and me hearing really good things about it. I've never used it though. I haven't been able to find a trial of the engine itself. I'm inclined to think a trial doesn't exist.

So if anyone has used C4 and/or Unity which would you recommend to be our best choice to prioritize in our learning curriculum? And if not those two, are there any other suggestions for game engines?

(As a side note we're thinking about the Cryengine, also. Schools get a free version but for the outsiders I hear it's freaking expensive. C4 goes for $350 Standard Edition which is a lot more within my money league.) #### Share this post ##### Link to post ##### Share on other sites Advertisement College or High School? The C4 academic site license is$2500. The \$350 price for C4 is per seat (i.e. per computer on which it will be installed). Unity is free. That alone probably means your college/high school would only consider Unity.

If you go to the C4 site, there's a "download demo" link. I'm pretty sure that would be the trial version [smile].

For an academic environment it really depends on what you're trying to teach. If you're talking about low level systems then Unity would be a bad choice since you don't get the source code and you're restricted to working at the scripting level. If your purpose is to explore game design, then Unity is probably better since it forces you to not think about system level stuff which can easily be distracting from "making a game".

They're really quite different.

Another good & free option would be the UDK (Unreal). Similar to Unity3D for the free version (no source code and restricted to scripting) but also the "industry standard" engine. Both Unity and Unreal have pretty ridiculously awesome editors and are both easy environments in which to create gaems. I've never player with C4 so can't comment on it.

For academic teaching you can also do amazing things with Processing. It has the "advantage" that it's Java, which if you're in high school would help prepare you for the Computer Science AP test. It's not a game editor, just a really nice graphical Java environment with an asston of graphics/games libraries and such available.

But yeah, what exactly would you be using it for?

-me

##### Share on other sites
Yeah I did some decent research on the C4. That demo isn't a trial version of the engine itself. It's just a demo of games made in C4. I was on the site and got excited seeing that download link and nope not the engine....Maybe I'm not seeing it?

As for schooling, I'm in a tech college. What we're using the engine for is to teach the students (and me) game design. We want to make games. I know that sounds simple and vague but I can't figure a better way to put it. We weren't really concerned with the lack of source code though. We're concentrating on scripting right now.

##### Share on other sites
I own a C4 license and I played a bit too with Unity and UDK. As Palidine stated, if your class focuses heavily on game design (read: "give me a game editor in which I can put in some models and write a simple script and there you have a game"), then Unity is a good choice, along with UDK. However, even if UDK doesn't expose an API for it's internals, I personally find it far more complex to learn and master than Unity. If you want to learn state of the art software design applied in games and how graphics effects are implemented, then C4 is the way. C4 has also world editor/model editor and other such tools, however the only game available is a demo FPS for which you can build levels and such, and this game also comes with the Demo. There is indeed a free demo for it, and I suggest you try it before taking a decision.

##### Share on other sites
Quote:
 Original post by dre38wYeah I did some decent research on the C4. That demo isn't a trial version of the engine itself. It's just a demo of games made in C4. I was on the site and got excited seeing that download link and nope not the engine....Maybe I'm not seeing it?

In that demo of C4 you just press '~' i think, or some F key (there are some tutorials on the website's wiki) and you get the console. From there you open the world editor by just typing world. All tools are built-in and rendered using C4, including custom GUI and such.

##### Share on other sites
If you want to make games, I would go with either Unity or Unreal. That's specifically what they're designed to do. Again I don't have experience with C4 (I've also never heard of it which might be meaningful). I do know that there are tons of people using both Unity and Unreal so there is lots of community support available around both.

I use Unreal professionally so I personally prefer it to Unity. However, it is definitely way harder to learn Unreal than it is to learn Unity.

-me

##### Share on other sites
Thank you guys. I will try the trial as soon as I can. I'm glad they have one so I can now go by my own opinion.

##### Share on other sites
I would recommend that you ask your teacher to apply for the CryEngine educational license (Which is entirely free). I am currently using CryEngine at my school, and I must say that it's the best engine I've ever used.

To apply, just visit MyCryEngine.com

I haven't used Unity, but I've tried Unreal, and to be honest, I didn't spend much time even attempting to use it. It's a static and messy engine with bad tools. I'll stick to CryEngine :D

##### Share on other sites
Okay will do. Thank you. I actually tried the C4 engine. Finally found the demo.....I'd have to get used to it. It doesn't have a clean interface like Unity does. Probably because it's new to me. I'll keep working at it though. Thanks.

• 9
• 11
• 17
• 11
• 13
• ### Similar Content

• Hello fellow devs!
Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

In Pseudo-Code:
angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
index = (int) (angle / (PI / 5));
PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

I can't get my head around it. Any suggestions? Is the whole approach doomed?

Thank you in advance for any input!

• By devbyskc
Hi Everyone,
Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.

• Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology.
So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the  integrated GPU of the i7 . They have a 20 000 triangles  dinosaur that looks impressive,  better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a  new algorithm of a rendering technique called Path tracing/Ray tracing, that  is very demanding and so far it is done mostly for static images.
From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo  i found was with a PC.  The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution .
Would there  be a sizable  interest in the developers community in having such a product as a plug-in for existing game engines?  How important  is Ray tracing to the  future of high end real time graphics?

• Good day,

I just wanted to share our casual game that is available for android.

Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.