For a while now we’ve been tinkering and playing around with a drone racing game at LuGus Studios. I made the early prototype that got the attention of Immersion RC and Fatshark, just about the biggest names in the FPV world. They loved what they saw and wanted to invest in making a proper drone racing game. So I got to working again and put built a game ready model of Immersion RC’s Vortex drone and put together a small teaser trailer.
Warning: big wall-o-text and I’m ranting and venting. But there are some pictures near the end, so there’s that.
We solely rely on Unity at the studio I work for at the moment. Mainly because before Unreal Engine 4 was released, options were limited and Unity’s pricing and flexibility was pretty awesome. The landscape in 2015 has changed quite a lot since Epic launched Unreal Engine 4. It changed even more when Epic gloriously decided to get rid of the monthly $19 price point. Everyone and their dog had the opportunity to try out Unreal and the differences were pretty obvious. For me, one of the best things shipping with UE4 is the material editor.
I’ve spent a lot of time in Unity and as anyone who’s spent a lot of time in Unity, you’re using the Transform component quite a lot. One thing that I’ve always like about Unity’s Inspector is the ability to copy a component and paste it either as a new component on another object, or just copy the component values. I’m in the middle of doing some hard surface modeling and things need to line up pretty accurately. The manual way of getting Channel Box information from one object to another is first selecting the object that needs to be adjust, shift select the other you want to adjust to and then tab-enter your way through the Channel Box. It works and it’s actually quite fast. But it’s not the one click solution I’m usually after.
I recently encountered a very simple problem that took too many mouse clicks to solve. In a scenario where you have a character that needs to have its head separate from its body, it can be a pain in the ass to have the skinning on the edges of the two meshes to match up.