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PocketMatrix • View topic - EDELIB versus Unity3D
Page 1 of 1

EDELIB versus Unity3D

PostPosted: Sep 7, 2009 @ 4:51am
by Don_Megga
Is there anyone on this forum that has used Unity3d and has migrated to EDGELIB. I evaluated Unity3D but have decided to give EDGELIB a try. I really like the performance of Star Defense (NGMOCO). I plan to do a lot of mulitouch and camera work in the game.

All comments would be greatly appreciated. You can give pros and cons of doing a game like star defense on unity3d (or even torque 3d versus Edgelib.

Thanks,
Don Megga

PostPosted: Sep 8, 2009 @ 6:40pm
by edge
Hi Don Megga,

We're happy to hear you like the performance of Star Defense. It's built using EDGELIB which has great support for multitouch and changing the world orientation and perspective.

For multitouch, for example, you can access each touch easily by checking if it is active, and then get its position.

Another advantage is that Rough Cookie was able to develop most of the game on a Windows workstation. This has greatly increased their efficiency and decreased development time.

PostPosted: Sep 8, 2009 @ 9:53pm
by tinybulb.com
Hello,

Can you share with us information about most complex scenes in StarDefence? How much polygons per scene in time of maximum load and what is average FPS at this moments? It will give me understanding about performance of edge in 3D.

With best regards,
NL

PostPosted: Sep 9, 2009 @ 7:13am
by Don_Megga
Yes I would also like some benchmark data..

Don Megga

PostPosted: Sep 14, 2009 @ 8:37am
by edge
Hi,

Star Defense uses approx. 15000 to 20000 polygons in-game for a busy scene. It runs at 30fps on old generation iPods and phones.

Also keep texture limits in mind. Try to use 20MB or less memory for texture data.

Star Defense Character

PostPosted: Sep 14, 2009 @ 4:34pm
by Don_Megga
EDELIB TEAM... Thanks for the reply.

For the star defense creatures.. what do you think are their triangle and texture count. I would think small as there can be several of them at one time.

Maybe 400 triangles and 128 x128 texture..???

The Don Megga

PostPosted: Sep 15, 2009 @ 10:41am
by edge
Hi Don Megga,

A single creature would be around 300 triangles. For such small creatures a texture size of 64x64 pixels is recommended.

We also recommend using PVR compressed textures (they take less space in memory and load faster). A PVR conversion tool is delivered with the iPhone SDK or can be downloaded from powervr.