Timeline for Moving from HeroEngine to Unity/Torque 3D
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
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| Jul 6, 2015 at 17:30 | comment | added | jhocking | re procedural terrain: It's not so much that Unity is bad at handling it, as there's nothing built-in for procedural terrain. If Hero has built-in support then that's a consideration; in Unity you'd be building a procedural terrain system (or perhaps you can buy something from the Asset Store; google 'unity asset store procedural terrain' to see what I mean.) | |
| Jul 6, 2015 at 17:25 | comment | added | jhocking |
accounting kept giving me figures about why we should start with HeroEngine and then switch whoah whoah whoah why does accounting have any say in your team's technology choices? That in and of itself seems like a bad sign, regardless of what choice is ultimately made. Technology choices should be made by engineers.
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| Jul 6, 2015 at 17:17 | comment | added | jhocking | plugs are allowed as long as they're relevant and clearly marked as such. oh well | |
| Jul 6, 2015 at 12:55 | comment | added | Patric Hartmann | @jhocking : thank you, I expected this answer. I never found it a good idea to switch (I'm "just" the manager, not a programmer in the team, so no deeper technical knowledge from my side) but accounting kept giving me figures about why we should start with HeroEngine and then switch... I will have a closer look at the book as well as a major issue we have is procedural terrain (which is mandatory and of which I heard that Unity is not good at handling it). | |
| Jul 5, 2015 at 20:04 | history | answered | jhocking | CC BY-SA 3.0 |