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Posted: Mon Nov 02, 2009 1:51 pm
by jph_wacheski
very nice! I will be checking this out more deeply now,. it does look like a nice system. and you don't have to pay unless you generate over 100k.

Have you done any procedural work with this,. i.e. implemented any of the bitmap or mesh generation stuff we have been using around here? I will go check the forums over there I suppse,. thanks for the news.

Posted: Mon Nov 02, 2009 2:03 pm
by Kjell
Hi jph,

Not extensively .. I mostly import my content from Softimage.

But it's just a matter of using the SetPixel function of Texture2D in a 2D loop that covers all pixels to recreate the BitmapExpression component, and pretty much the same idea with Meshes ( manipulating the vertices array ). You can find a bunch of procedural-related Unity examples here.

I'd stick with ZGE if you're heavily relying on procedural content though ( unless you need the physics / networking or something ).

K

Visual logic editor

Posted: Tue Jun 29, 2010 6:41 am
by y offs et
quotes from Unity forum posts -

ZGE is ahead in this aspect.

Unity is good - if you like megaBloat apps making megaBloat exe's.

Posted: Tue Jun 29, 2010 9:49 am
by Kjell
:?:
ZGE is ahead in this aspect.
Could you elaborate on this?

K

*It's always a good idea to mention the thread you quote from :wink:

Posted: Tue Jun 29, 2010 3:00 pm
by y offs et

Posted: Mon Jun 04, 2012 5:12 pm
by y offs et
So, here is an entertaining video of a guy using the above mentioned graphical method, that I believe they call Anteres, or something like that.

Since I lasted posted about this, I (we) have seen numerous like systems emerge in various venues. Having tried them out, I've come to the conclusion, this being my own personal observations and preferences, that when these systems get to be more than small apps, the code organization gets to be unmanageable.

So, I prefer ZGE because it is easier to follow an organized tree, than connecting "wires" all over the screen.

Anyway, enjoy the video.

http://www.youtube.com/watch?v=8S3rjYGW8P4