Cheers! Good luck to you, it sounds like you're at the early stages of a fun journey. My main comment is: unity 3d actually greatly simplifies a lot of things about game development. Most of your opening comments apply to game development as a whole, heh.
Agreed, and thanks. Yeah, some of this is just figuring out what a Matrix is, or a Vector2. I know what they mean... ish... but not completely what they're representing.
Not to say unity isn't complex, but you're not having to deal with raw vertices and triangle faces and so on unless you really choose to; you're not having to worry about initialization sequences for the various directx sub-components, each of which is more than a little complex; you don't have to worry about completely resetting everything by hand whenever the fullscreen mode changes (having to do this is why so many older early-2000s games would crash on the switch); and so on and so forth.
Oh, I can imagine. I knew the pool was deep from some direct code work I did on some 2D games and programming courses WAY back (think Win 95 wayback) but um... yeah. This pool got a lot deeper when I wasn't looking.
C# is superior Sorry, had to get that out of my system. Though I'm sure it will recharge in the next 5 minutes.
Superior perhaps, but I've been doing VBA/VBscript coding so long it's second nature.
I'm working through a copy of Unity 3x Game Development by Example - Beginner's Guide.
We didn't use any books (at least, I didn't) but from what you said it's helping, so that's good.
Fair enough, but I'm coming to the conclusion of just how much I'm a neophyte in the game implementation mechanics. I've been theoretical FAR too damned long.
But that said, it is actually usable, if you're not too perfectionistic and are well practiced in the general form of "bang head against brick wall until it comes down", and if you've been programming that long I'm sure you're pretty good at that.
LOL, yeah, eventually head to desk impact maintenance on code performs as advertised.
We've only used the PC support, Mac support, and web-browser support (for Tidalis Lite), but I have to say it's incredibly good. Not without some pain (Tidalis's release was our first official mac support, and there were some unity bugs that did awful things... but those bugs have been fixed since then, it was the late 2.x days for unity), and since Chris handled most/all of the porting itself I'm sure he's probably less unanimous in his praise for it... but all told, the porting works, and it works well.
That's awesome to hear.
One thing to bear in mind when making inferences from our stuff is that we deviate substantially from the path that Unity tries to guide you down usage-wise. I think the only GameObject's we use are:
Um. Er. Hm. Thanks for the warning.
Unity uses mono and it works great There's a few things that aren't as good as .NET but the biggest weakness in our setup is the lack of ability to do generalized line-level profiling, and that's more a weakness of the Unity setup than the mono one (I think current versions of mono have at least the necessary basic support for this).
I have a few complaints about mono but its not mono's entirely mono's fault. It's that I'm just not used to its idiosyncracies, like the file needs to be saved before a variable gets added to the keyword collection, or that the keyword collection doesn't always include certain items in function arguments that it'll include in a newline.
Thanks for the extra information guys. It'll probably just back burner for a while as I dig through it and goof around. I don't think the first stages of my project are overly ambitious other than the fact that I have absolutely no idea what the hell I'm doing yet.
Luckily being in software design this long has given me a good ground state for the mixed waterfall/sprint model I prefer, and I'm tackling things in (what I currently think) is a reasonable volume of work per step. Well, at least that's what the incomplete design doc looks like so far. I'm still working through Chapter 9 for now!