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Unity 4 Game Engine Has Native Linux Support

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  • SunnyDrake
    replied
    Originally posted by directhex View Post
    Unity3D is the #1 most popular game engine for mobile games

    Now anyone making Unity3D games can also make Linux games at the click of a button.

    Apparently, that makes you unhappy.
    What makes me unhappy is that company not support linux end-users by default (but support macos,win) (again web player http://unity3d.com/webplayer/). I understand that is complex to build product cashflow .. but i think something is put upside-down Company must sale tools which grants access to market,and not making market by selling tools(vaporware).

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  • rustybroomhandle
    replied
    Originally posted by Vadi View Post
    You have to agree that many more game developers have chosen Unity over Blender so far...
    Well, you can use Blender to create content to use in Unity. They work together nicely.

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  • directhex
    replied
    Originally posted by SunnyDrake View Post
    BTW Unity is not !Unity Web Player!


    There is already cross-platform free and commercial with linux support player based and compatiable with Blender game engine. What we see now it's Unity company that push own engine via media and get all talks about P but they really lacks linux ambitions..
    Unity3D is the #1 most popular game engine for mobile games

    Now anyone making Unity3D games can also make Linux games at the click of a button.

    Apparently, that makes you unhappy.

    Leave a comment:


  • Vadi
    replied
    You have to agree that many more game developers have chosen Unity over Blender so far...

    Leave a comment:


  • SunnyDrake
    replied
    BTW Unity is not !Unity Web Player!
    Originally posted by 1c3d0g View Post
    May we see your expertly-developed engine, then?
    There is already cross-platform free and commercial with linux support player based and compatiable with Blender game engine. What we see now it's Unity company that push own engine via media and get all talks about P but they really lacks linux ambitions..

    Leave a comment:


  • rustybroomhandle
    replied
    I seem to remember reading somewhere that they said they would port the editor if it made them $250000 per year, which I'm going to guess is not likely to happen.

    That said, it uses MonoDevelop for code, and since the remaining components are already on Mac, I can't see it being a $250000+ job to port. :/

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  • Detructor
    replied
    Originally posted by Larian View Post
    All I got out of the headline was that developers using this to make games can now click a "make Linux binary version too" button. I guess I'm just easier to please.
    agreed. Also for once the headline was not out of proportion but right on. Bravo Michael.

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  • kraftman
    replied
    Originally posted by directhex View Post
    Time to decide what matters more, kids: loving more Linux games, or hating Mono and saying it's useless!
    Why would anyone care if they're using mono in their closed source engine or not? The most engines are using c++, so f*ck MS mono, but love Unity.

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  • Larian
    replied
    Originally posted by EvilTwin View Post
    don't get me wrong
    it's awesome they are doing this
    and having linux support as a target-platform may mean a port of the editor sometime in the future
    but still kind of sad (stupid headlines and expectations while reading them )
    All I got out of the headline was that developers using this to make games can now click a "make Linux binary version too" button. I guess I'm just easier to please. But ultimately this removes one more bar to providing Linux with games - the "it's too expensive to port" card can't be played with this development kit anymore, and I think that's always a good thing.

    The web player is another story if I understand things correctly, but as web games of all stripes tend to suck, I can't say that I'm losing sleep over it (who said QuakeLive? Quiet, you.)

    Leave a comment:


  • timetopat
    replied
    While I wish the editor was on linux this does appear to be a good step and knowing their previous tools, ports should be easy. Also how many people here bug fix massive projects frequently? If not why does the licence on the code matter so much if you only plan to use the product and not mod it.

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