Transitioning to Unity with Tim Stutts
description
Transcript of Transitioning to Unity with Tim Stutts
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The Affordances and Challenges of Transitioning to Unity from a Creative
Coding Framework, such as OpenFrameworks, and Dealing with
Procedural Geometry, Aesthetics, etc.www.timstutts.com
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This Talk…
• Is not an introduction to game development. Instead we’ll focus on other applications of Unity, as of some specifics that aren’t necessarily to games.
• Does not go deeply into Unity from a computer science stand-point. Some lower level things for sure, but more to the end of design.
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Okay, a tiny bit on gaming
I worked archiving Cory Arcangel’s “Super Mario Clouds” at Eyebeam Gallery NYC in 2007 ;)
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My Creative Coding Work Prior to Unity
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I Love…
• Anything digital that’s created non-destructively. (Code, Max/MSP, MIDI) I Want to be able to tweak, plus move back in time during creation.
• Permutation and leaving the computer to generate different options for me to curate. Never enjoyed painting in the analog. Get impatient with Photoshop (strangely in love with Fireworks though. R.I.P.)
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My Tools• openFrameworks (C++, OpenGL)
• Cinder (C++, OpenGL)
• Processing (Java, OpenGL)
• Three.js (JavaScript, WebGL)
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My Work in openFrameworks
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Unity over oF (or similar)*
• Closed source, pay to use, well maintained
• Easily exports to the many platforms
• C#, JavaScript or Boo work interchangeably
• Visual programming environment (not just code)
• Built-in physics, lighting, game objects, etc.
* = insert creative coding platform of choice from here on out
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oF over Unity
• Free, open source!
• Low level graphics programming in OpenGL
• Less assuming. Maybe you don’t want to make a game. (have something that creates 60 seconds to render or millions of points inefficiently, but aesthetically pleasingly, programmed?—it doesn’t care!)
• Built-in physics, lighting, game objects, etc.
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Aesthetic differences oF vs Unity
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openFrameworks
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• Developed largely by contemporary artists but for a variety of end uses
• Predominantly procedural and generative geometry
• Community interest in data visualization for its computational beauty and its ability to make statement
• Plays at least somewhat well with most hardware and micro-controllers thanks to vast Add-ons
openFrameworks
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Unity3D
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• Game is the assumed final output w/ all the popular genres present.
• 3D Geometry is largely imported from Maya or similar.
• 2D graphics are usually made in Photoshop or Similar.
• Physics, lighting, etc are easier to execute.
• Some Unity projects that don’t fit the typical mold
Unity3D
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Procedural Unity Programmers
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Infinite Sightseeing
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cubicsphere
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Permutation Racer
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IBM Watson Labs
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We are hiring! https://jobs3.netmedia1.com/cp/find.ibm.jobs/US/Watson_3D_Game_Developer/SWG-0650632/job/
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Resources
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http://blog.nobel-joergensen.com/2010/12/25/procedural-generated-mesh-in-unity/
Procedural Mesh Generation in Unity
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http://wiki.unity3d.com/index.php?title=TubeRenderer
TubeRender plus other helpful procedural geometry code
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great book to start out with learning C#: http://www.chapters.indigo.ca/books/product/9781849696586-item.html?s_campaign=goo-PLATest&gclid=CI3_x6jdg74CFdBcMgod2kYAuw
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Three Ways to Draw a Line (made by unknown. project included.)
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Procedural Pie Wedge (made by Tim Stutts. Project included.)