Albanvs wrote:I have no clue on how this works. Would when you log on it would point to the Unity engine instead of UPlasma?
Basically, you have a new executable which is a Unity game.
This new executable, when first started, will ask you where your original Uru folder is.
When you validate your choice, this Unity game relies on a plugin which will read the Complete Chronicles resource files directly from the original folder, and translate those to the format Unity natively uses. Nothing is written to disk, Unity only "gains" the ability to read Uru files.
Theoretically, this means you can load and play Uru content, but rely on Unity to handle rendering, collisions, audio playback and other stuff - which comes with the benefit of cross platform, VR, less bugs, etc.
(This is the ideal scenario - in practice Unity has a very hard time properly "emulating" Plasma because they think completely differently. I might have to completely redo the architecture at some point to rely on the original engine more, maybe switch to Unreal... Still a lot of work and I'm not always sure what I'm doing, but at least I'm having fun and learning a lot
)
Albanvs wrote:Age creation is limited by an outdated engine
This is true. But at the same time, Uru's current engine
works, and we have some pretty good tools to go with it. It already comes with working multiplayer, an avatar system, etc - as well as an existing community, and to an extend Cyan's support.
On the other side, Unity/Unreal, while really good engines, lack that "framework" that Plasma provides and that we already know. These engines have more potential, but you would need to redo a lot of things from scratch before you could make multiplayer Uru Ages on it.
Having a Plasma/[something else] hybrid would solve a lot of these issues, assuming it's done properly.