Posted on Feb 22, 2011

Flash to Unity, part 3

At the end of January, I started looking for a Flash alternative that was able to “export” to multiple devices. Kongregate was running a contest for Unity Game, so I through it was a good time to dig into it. I was sold by all the features & platform Unity offers to developers: a robust 3d engineNVidia PhysX and multiple export desktop, mobile and consoles. Comes with a nice price tag but I don’t really mind when you see all that Unity can do.

In the last 4 weeks I’ve watch all Fundamental & Introduction videos from 3D Buzz, read Unity Game Development EssentialsCreating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines and Unity 3D Game Development by Example Beginner’s Guide. I watched the videos first, bought the book after because the videos did only cover the basic. Heh… the books covered the basic too. Not so good of a investment. The community is great too, I’ve learned greatly with other’s problem or post, so don’t be afraid because the tech is too young. That said, I’ve played a lot with the editor and script and it feel confusingly similar to Flash’s stage combined with Box2d collision engine. My second experiment with Box2d in Flash used behaviors pattern like Unity does with their game object, so my learning curve was very smooth.

Cameras, collisions, controls and manipulations

At first, I played with different aspect of the engine to recreate 2D view. I mainly tried to recreate my last experiment with Fexel while testing the physics limitations. I was amazed at the performance; you can fill up the box and still running it perfectly smooth.

I don’t regret moving out from Flash. Don’t get me wrong, I still love Flash, but for what it was made, web player. And if you need performance, I’ve seen pretty amazing stuff done with Apparat, a SWF optimizer, and I will be checking out Adobe Molehill when it became available to developers.

I’d like to hear what you have to say about Adobe Flash!


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