• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Unity vs C++/C# OpenGL

5 posts in this topic

I need some advice. I have learned c++ and done SFML. And I want to make some 3D games! I am now looking at two very different options. Unity or OpenGL. While liking what Unity I fret about paying (If I wish to publish.) And on the flip side of the coin I fear about OpenGL being hard to implement. Can the community lay out their experience and their choice and why you use it? I have tried both and still can't make up my mind. Edited by SkiddyX

Share this post

Link to post
Share on other sites
What exactly are you trying to accomplish?
Want to create a game use Unity.
Want to understanding how a game works use OpenGL.

The difference, Unity is a game engine which is designed to help and create full fledged games, whereas OpenGL is a graphics API which is only able to do simple graphics and also complex which requires advance knowledge and most likely a 3rd party program. OpenGL is low level functionality. If you want to learn graphics OpenGL, game making use Unity.

Share this post

Link to post
Share on other sites
You need to know what you are doing in order to make cool games. To be able to use plain OpenGL you need to know what you are doing.
That yelds to the conclusion that if you are able to make cool games, most probably you know how to program them in low level too. So, the question is "What should you use - OpenGL or Unity" if you are proficient in both. I would go for the first, especially if I do not have a deadline or am not in a hurry.

Share this post

Link to post
Share on other sites
What everyone is saying, asses what your needs are.

Also, asses what your cost is. With Unity you are able to One click publish minutes after you install it. With raw code you have to essentially create a whole framework, image loading, game object management, asset compression, audio, etc... How much time will you spend getting your framework up and running, and how much is that time worth?

Then there is the pesky legal issues to consider. Consider if you want to play a compressed movie file... Chances are you end up paying MPEG LA to liscence the tech behind it, but you're still at risk of someone with a patent comming after you regardless. (I was trying to get at something like this with that last statement: http://www.altdevblogaday.com/2012/05/20/playing-with-video/ but completely failed.)

Share this post

Link to post
Share on other sites
If you want to make games, I recommend Unity over vanilla OpenGL, although if you want to make 2d games you are better off with Game Maker, which is similar to Unity but for 2d games.

As mentioned above, OpenGL doesn't load models for you, or even animate them. It knows nothing about sounds or music, or physics, or much of anything except rendering, and even then only at a low level. "Real Engines" tend to provide all of these things for you, even though under the hood they tend to use OpenGL(or D3D when on windows). They also include most/all those things that vanilla OpenGL alone doesn't provide.

Also, Unity's free version allows commercial use, so that shouldn't be an issue. And by the time you make enough money within a year to no longer be able to use the free license, you should easily have enough to purchase the full version.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By UNNYHOG
      Hello, Colleagues!
      We have been working on our newest Fantasy style Gesture based MOBA game for a long time and it's releasing on Steam on July 26. Meanwhile you can already try it out by downloading our launcher from the website.
      Any feedback is welcome here. Thank you.
      If you don't want to play, I would love to share with you our teaser : 
    • By Scouting Ninja
      So I am working on a mobile game.
      It uses slides for a story, the slides are very large. Each slide is almost 2048*2048; the max texture loading size I am using for the game.
      My problem is that Unity keeps each slide in the memory after it's loaded, even when it will show only once per game. This leads to the game crashing on older mobiles.
      My idea was to destroy each object after it was shown using a coroutine, so it deletes the past slide and loads the next slide. This worked because instead of crashing on 23 slides it crashed on 48 slides.
      After some profiling I realized that destroy() isn't clearing all the memory that a slide used.
      What I want to do now is assign a limited amount of memory as a slide slot. Then I need some way to unload the slide from the slot, freeing the slot for the next slide; without Unity storing the slides in the memory.
      Any ideas on how I would do this? 
    • By LoverSoul
      Hello everyone.
      I had a problem with transferring my character from the creation editor to the game engine. I created the character in Adobe Fuse, then imported it to Mixamo to put rig and animation.
      However, the appearance of my character has deteriorated significantly, and after importing into Unity, the character even began to look like a meme from the Assassin's Creed. Can you please tell me how I can fix all this so that my character's hair does not look like bits of bacon sticking to her head, and her eyes and mouth have taken their stable position in the skull?
      Thank you for attention.

    • By ilovegames
      Simulator driving with two modes of play - a race and free game in the open world!   Features: - 2 game modes - race and free game - 3 modes of transport - Buggy, ATV, Jeep - The open world - Realistic control - Modern graphics

    • By NajeNDa
      Hi there,
      I am a game programmer (C#/C++) who is looking for a project to join. I am computer science engineer plus Master Degree in Game Development, currently working in one the most renown mobile games company (2 yeras academic experience, 1 year working experience).
      I have developed several prototypes or even games almost ready to release, but I always lack of artists, so I am looking for a project already set up or few artist to begin working in something.
      My preferences are:
      Unity or Unreal Engine 4 based project (UE4 prefered) PC/Console game prefered but mobile is accepted too Not interested in VR Serious team with almost all the roles filled or pretending to be filled 3D project prefered over 2D Guaranteed 7 work hours per week, Crunch 20 work hours per week  European team (if timezone is not a problem for you, so its not for me) I am not looking for any kind of money income from games neither the team, I want to do this as a hobby and a way to improve my skills.
  • Popular Now