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72 KB Core Runtime

Discussion in 'General Discussion' started by Ferazel, Mar 20, 2018.

  1. QFSW

    QFSW

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    Speculation or anything actually suggesting that?
     
  2. Deeeds

    Deeeds

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    1 Billion users. You do the math.
     
  3. QFSW

    QFSW

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    So it's a speculation
     
    Ryiah and angrypenguin like this.
  4. Deeeds

    Deeeds

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    For you, maybe. Do some homework.

    From which country does Unity's most crucial funding coming from? Where did Unreal's funding come from?

    What's the largest growth area in gaming?

    Which messaging platform is most accomodating of inline games?

    Which has the largest audience?

    Which is the most commercially active?

    How does that contrast with the others in width, breadth and depth?

    Which economy is doing the best?
     
  5. Deeeds

    Deeeds

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    Then match up the endeavour with the platforms and their requirements. Read their SDKs and regulations, guidance and suggestions. WeChat, Facebook, iMessage, etc. See if you can pick which one most closely aligns with the stated endeavours of Unity. I'll save you some time. It's WeChat.
     
  6. Deeeds

    Deeeds

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    And for the third factor in the equation of speculation: on which platform is Unreal never going to compete due to the nature of its engine, it's financial partnerships and the direction of the company?

    WeChat.
     
  7. Ryiah

    Ryiah

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    Silver Lake was one of the more recent large investments at $400 million. They're in California.

    https://www.prnewswire.com/news-rel...vestment-in-unity-technologies-300463456.html

    Previous engines. Early development of the latest engine started in 2003. Up until 2008 it was largely one individual but it clearly became more than just him as they were already demoing the engine at GDC 2012.

    https://en.wikipedia.org/wiki/Unreal_Engine#Unreal_Engine_4

    Tencent came into the picture shortly after that but by that point the bulk of development had already occurred.

    https://www.polygon.com/2013/3/21/4131702/tencents-epic-games-stock-acquisition

    By the way the investment from Tencent was only a mere $330 million. That's nowhere near the cost of keeping a company the size of Epic Games in business for the period of time that it would have taken to develop the engine.
     
    Last edited: Jun 1, 2018
  8. Deeeds

    Deeeds

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    Take a guess where the lion share of that 400 million (managed money) came from?
     
  9. Ryiah

    Ryiah

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    I hate assumptions. I prefer facts. If you can't supply them then I can't take you seriously.
     
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  10. QFSW

    QFSW

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    I don't need you to tell me what WeChat is or why it would be a good idea for Unity. I just wanted to know if you had any sources or were speculating, and you've clearly let me know
     
  11. Deeeds

    Deeeds

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    Perhaps.
     
  12. Deeeds

    Deeeds

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    It doesn't mean that much to me to mean that much to you.
     
  13. QFSW

    QFSW

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    I don't think your speculations are bad just to be clear, I think it's good to speculate, but I feel its important to keep speculations and speculations and not pass them off as fact (even if they seem pretty obvious)
     
    Deeeds likes this.
  14. elbows

    elbows

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    There is no need to be limited by narrow speculation about one platform in particular. There are clearly a number of scenarios where the small runtime and limited feature set (which I hope expands over time) make some sense, and I think its been pretty clear from the start that apps/games embedded into chat services are one of the targets, as are related and not-so-related 'instant play' games, interactive glorified adverts, etc.
     
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  15. neoshaman

    neoshaman

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    They said it was for google instant on mobile, in the unite event ...
     
  16. hippocoder

    hippocoder

    Digital Ape

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    And if it is?
     
  17. frankCIQ

    frankCIQ

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    What I really want to know is if we will also finally get support by Unity for integrating Unity builds with existing native apps for iOS and Android. It can be done now but it's not officially supported and it's not a nice process. It would be invaluable to leverage Unity in place of any engine efforts by Apple or Google i.e. SceneKit or SceneForm.
     
  18. Percy-Pea

    Percy-Pea

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    Has anyone seen ETA of when the 72KB runtime will be available to test/experiment?
     
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  19. QFSW

    QFSW

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    Right now it's in closed alpha and you have to contact Unity if you're interested, no idea when public access will be
     
  20. sledgeman

    sledgeman

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    @frankCIQ ... can you provide a tutorial for that "integrating unity builds into existing native apps". This is really interesting, because i want have everything (Ui, logic, tasks) done within a native system....and my 3d-content should be inside, communicating with the native app
     
  21. banyango

    banyango

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    Who do we contact to get in on the beta?
     
  22. Fydar

    Fydar

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    I would be very interested to try out the beta.

    I have a project I made for Unity which is this super small game just for the fun of making games (https://fydar.itch.io/asteroids) - I'd like to convert that to the small runtime as a challenge. Most of it's content is procedural - which is extra fun for small file sizes ^_^

    b1b5c1a74c3bc88cda0e4aa504ceb7b8.png

    I'm particularly interested in making documentation for my assets on the asset store using this. Of course I could use my current solution that I am working on (a static website generator) but I have a strong feeling that this could be really good for.
     
    JamesArndt likes this.
  23. rz_0lento

    rz_0lento

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    Sorry for little grave digging but noticed that tiny package has appeared already on staging registry. To test it now, you have to add following lines manually to manifest (and run it using latest 2018.3.0 beta, 2019.1.0a9 doesn't work):

    Code (CSharp):
    1. {
    2.   "registry": "https://staging-packages.unity.com",
    3.   "dependencies": {
    4.    "com.unity.tiny": "0.12.0-preview.1",
    5.       ...
    6.    }
    7. }
    Once you've got it on the project, you can install samples from main menu entry and also can find initial docs in the package folder.
     
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  24. Murgilod

    Murgilod

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    This here? This is a good thread bump. Take note, as it's:
    • Adding to the conversation
    • Incredible informative
    • Well written
    • Aware of the age of the thread
     
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  25. neoshaman

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    And to balance that good contribution with a pointless one I would say they missed the branding by not calling it Utiny
     
  26. superpig

    superpig

    Drink more water! Unity Technologies

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    Believe me, there was a lot of back and forth on all this internally. Personally I preferred μnity...
     
  27. orb

    orb

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    Careful when spelling that, or it becomes "mutiny"!
     
  28. superpig

    superpig

    Drink more water! Unity Technologies

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    Which was exactly the first objection raised in it being shot down ;)
     
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  29. neoshaman

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    μnity

    OH SNAP that's good!

    Though now my pick is

    μtiny

    :mad:

    could have been imunity
     
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  30. Ryiah

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    They won't have to worry about that unless they try to bring Lithium back. :p
     
  31. Arowx

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    Cool there are some great examples.

    Question 1: Will Tiny get wasm support?
    Question 2: If Tiny gets wasm support will it get C# support?
     
  32. rz_0lento

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    @Arowx no idea on wasm but here's a quote from the docs about the c# support:
     
  33. Arowx

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    What about TypeScript Unity project support in VS, not seeing any project folders script files when I open the code in VS?
     
  34. Antypodish

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    But why? To not make it anymore tiny?
     
  35. Arowx

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    ts to wasm compilation -> https://github.com/AssemblyScript/assemblyscript suprised it's not a build option as it should reduce the file size further as well as being faster to run?
     
  36. Murgilod

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    wasm is for losers. I won’t rest until the 72kb core runtime has 64 bit precision.
     
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  37. Arowx

    Arowx

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  38. Antypodish

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    Did you get yourself familiar with ECS for small things? Even you posted it initially.
    If not, I suggest you watch again this brief.



    This is where you really get scale down and gain performance, yet able to write games.
     
  39. I hope it will support HDRP! Otherwise I uninstall Unity, it's clearly not ready for prime time.
     
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  40. Antypodish

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    I am sure wasm would handle it better, than Unity C#, ECS and GPU pipeline ;)
    Not that probably would need extra wrappers. Just right for x-Max.
     
  41. neoshaman

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    meh I'm fine not doing a joke in the thread and waiting for webgl or whatever webgpu is name now
     
  42. MattiHietanen

    MattiHietanen

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    Interesting stuff.
     
  43. Arowx

    Arowx

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    It looks like WebGL is already supported, one of the samples had canvas or webgl display options.
     
  44. Arowx

    Arowx

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    The only issue is the tiny sub-forum is still locked down so working with it and asking for help or searching for help are out of the question at the moment.
     
  45. Arowx

    Arowx

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    Question: Could Unity play Tiny games within Unity games e.g. AR/VR?
     
  46. Ryiah

    Ryiah

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  47. Player7

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    I'll only touch it when C# is supported, not sure how another language out of MS intended to improve JS would feature even more backwards design than the broken language it was meant to be improve. "string name"... yeh nah lets do "name : string".... "void name" ..."function name() : void" etc with language design retardation everywhere.
     
  48. rz_0lento

    rz_0lento

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    "Tiny Mode" 0.13.2-preview is now available on regular package manager listing (2018.3), no need to use staging to try it out anymore.
     
  49. orb

    orb

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    I wish there were instructions and a sub-forum for this. Can't seem to find one, and I can't build with it :/
     
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  50. Arowx

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    There are some limited google docs, some good examples and a few Youtube videos (not sure how in depth they are). Also a link to a Tiny sub-forum but this appears to be private/alpha only?