Code like Input.GetButtonDown("Fire1") and hashtable[1] makes me wonder if Photon people can code at all. Most of that crap is probably designed far better in RakNet or can be written yourself. You're confusing the time required to write some random code that barely works with time required to code, test, code again, polish. I don't know if you'll be really happier 12 months later having achieved barely anything, having a lot to tweak, fix bugs and being nowhere near the end rather than just giving up today but it's your choice.
sorry i didnt mean to insult you from my experience most people who complain didnt even try correct me if im wrong but i always thought that displacements in hammer inst anything different then pushing verts around, just like modeling
Well... I'll admit my research didn't go further then here. Anything that says 30 day trial on it, I generally don't consider free.
I didn't say that he can use RakNet. It's C++ library and would require writing C bindings then using P/Invoke. I just meant that it has better design.
i dunno if you guys are still doing this or if it was a joke or what but i made a map do you want it i used two of silk's textures as placeholders so credit and thanks go to him
that's why i was wondering if you guys are actually serious... anyway do you want the scene or the project or how should i do this?
that looks great, The maps themselves will probably be 50,000x50,000(hopefully smaller given the requirements of space) in size using combinations of terrains, and models from 3d modelers. I was testing destroyable vegetation like in Crysis. I am thinking of using a orthographic camera as the minimap, instead of the image based one we currently have, still working on the HUD, looking at what others have done in unity. I have seen some demos of the vegetation in Unity3d close or comparable to CryEngine2 http://www.youtube.com/watch?v=0WsaTpIIOzo&feature=related A nice little demo, of what would be nice to have for the project, and possible.