Things that Render a Scene

It’s still not clear exactly how best to build modified FOVs.  We need more complicated scenes; here are a few things we might use to generate them:

Unity

Unity has a nice editor, and we can expect students to be familiar with it.  I don’t think we get source code.

Unity claims they’ll have Rift support for free users soon.  That was in September.

Unity pro already has support, and costs either $75 / month (with a 12 month contract), or $1,500.  That’s per component; if we want the base and android, that’s $150 / month, or $3,000.

For educational licencing, we could contact them as suggested on the official site:

https://store.unity3d.com/education

Or purchase from the official reseller:

http://www.studica.com/unity

They offer all components in a watermarked version for $150 per year, individual components for a one-time $750, or all components for a one-time $1,999; we’d want the main component, and maybe android or ios.

These are all pre-orders for Unity 5.

Studica claims all of their discounts end on October 31st, 2014.

Unreal Engine

With this we get source; it’s unclear how it compares to Unity.  They also have a visual editor, and some weird pegs-and-wires visual programming system that I’m a little curious to see in the wild, how it shapes the way people think about programming.

Free to students via the Github Student Developer Pack.  They’ve given me access for a year; I think there’s some kind of renewal process after.

Free to schools by filling out the form at the bottom of this page.

Non-educational licences are $20 / month; with both educational and non-, they claim 5% of your profits if you launch a commercial product.

Just Load Something and Draw It

Both of those will sometimes be inflexible; even with the full source code of Unreal, even simple modifications mean a lot of learning their system.  Implicit in the act of research is doing things established engines don’t expect.

For quick tests and simple scenes, we might want a really barebones way to load, manipulate, and render models.  For that, I’m looking at Open Asset Import Library.

I haven’t yet had time to look at these in detail; a future post may have some kind of comparison.