Daily Deal: Unity 5 Developer Course

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Have you ever wanted to develop your own games? Learning Unity 3D, a game development tool used for mobile and web-based games, can get you well on your way to creating production-ready games. The Unity 5 Developer Course can help you master the skills needed with over 278 lectures and 49 hours of content for $35. You’ll learn how to use object-oriented C# and how to utilize the free tools from Unity and Blender that are included in the bundle. By the end of the course, you’ll have created 7 different 2D and 3D games and be ready to create the kind of games you’ve always wanted.

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Comments on “Daily Deal: Unity 5 Developer Course”

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8 Comments
Anonymous Coward says:

Re: Re: Tripping

yea blender suffers from dev ego mania.

I understand as a coder myself that I like things a certain way, but there are just so few of my kind that like to ask… does this make sense visually from a total joe?

For me, the real genius is in an interface that will allow for any one to use it effectively. No matter how complex the subject matter is, a good interface will take it to the moon!

Rekrul says:

Re: Re: Re: Tripping

yea blender suffers from dev ego mania.
I understand as a coder myself that I like things a certain way, but there are just so few of my kind that like to ask… does this make sense visually from a total joe?

For me, the real genius is in an interface that will allow for any one to use it effectively. No matter how complex the subject matter is, a good interface will take it to the moon!

I find that most graphics programs suffer from this problem.

In most programs, you can’t even cut out part of an image and stamp it down elsewhere without having to use the cumbersome Copy/Paste menu items. Every time I load up GIMP, I spend more time figuring out the interface than I do with whatever I loaded it for and half the time I can’t even get it to do what I want.

Anonymous Coward says:

Re: Re: Re:2 Tripping

Way back in the 1990s, there were a few applications that came with a dual-GUI — a simplified one containing only the most-used commands and settings, and an advanced GUI with all the bells and whistles packed in. (In addition, a CLI and INI file for even more options.)

Why is that sort of thing such a rarity today? It’s annoying that so many software applications are either designed for complete idiots, or highly advanced users, with no transition capabilities.

Rekrul says:

Re: Re: Re:3 Tripping

Way back in the 1990s, there were a few applications that came with a dual-GUI — a simplified one containing only the most-used commands and settings, and an advanced GUI with all the bells and whistles packed in. (In addition, a CLI and INI file for even more options.)

It’s not just the interface itself, it’s how the whole program works. For example; Graphic programs usually have the ability to zoom in for finer control over what you’re doing, however once you’ve zoomed into the image, you can no longer see the entire area you’re working on and scrolling the display almost always breaks the current operation. Copying part of an image in most programs requires you to select the area and then select Copy from the menu, then you need to select Paste and click the area where you want the copy stamped down, which besides being cumbersome, often gives you no way to precisely (down to the pixel) indicate where the new copy should be positioned. One program I tried (I forget which one) seemed to completely lack the ability to copy/paste part of an image unless you went through a 10+ step process to create a specialized brush.

It may not be the ultimate artist’s tool, but when I want to edit a photo, or paste screenshots together, or add text, I usually use Ultimate Paint. It works very much like Deluxe Paint on the Amiga.

Lawrence D’Oliveiro says:

Re: OMG do I hate blenders interface

As a Blender user for a few years now, let me advise you to get some experience with it before judging.

Blender’s interface is designed around facilitating one important goal: workflow. That means letting you get on with doing stuff with minimal interruption by popups. And no clicking to switch windows. That’s why its windows are tiled and never overlap: just move your mouse into a window, and it becomes active.

There is also the “object→action→settings” paradigm, where you select an object, perform an action, and then adjust the settings for the action. That way you get immediate feedback on the effect of the settings, rather than having to pop up a dialog, guess at some settings, click OK, see that they are wrong, undo, re-invoke the settings dialog, and try again.

Ask people experienced with Blender as well as other packages, and they will tell you: it’s the fastest 3D modelling program around.

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