Thread: Fantasy Grounds Unity engine
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May 1st, 2016, 10:24 #41
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May 1st, 2016, 15:28 #42
Has there been any word on if the Unity and non-Unity versions will be able to connect to each other?
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May 1st, 2016, 15:32 #43
It is very unlikely that they will talk to each other. They will have completely different networking engines (among many other things).
The final 3.x version will continue to work with all players and GMs on the same version but development will likely stop completely.
The NextVersion will likely work on a similar model with incremental updates/upgrades on an ongoing basis and all players and GMs on the same version.
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May 1st, 2016, 19:41 #44
I'm curious if the non-unity version will remain available as a download.
I never claimed to be sane. Besides, it's more fun this way.
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May 2nd, 2016, 01:31 #45
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July 28th, 2016, 15:53 #46
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Any more updates as to when unity will be available?
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July 28th, 2016, 19:05 #47
No news on an ETA yet. Once we feel pretty confident about the ETA, we plan to launch a KS. That will probably be once we get to be around a 4 month mark to a release. I don't really want to do a KS with a long time for delivery. So... for that reason, it looks like we are probably talking 2017 at this point at the earliest for a release.
I don't expect the current version of FG and the FGU (Fantasy Grounds Unity) to be compatible, other than FGU being able to read in content from FG and convert it over. This will be a one-way conversion.
We also expect that the current FG version will remain available for some indeterminate amount of time after the release of FGU.
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July 29th, 2016, 00:26 #48
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July 29th, 2016, 00:37 #49
Supreme Deity
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Our goal is to provide as seamless a migration as possible while paving the path for new capabilities. Also, we want to provide fallback behavior for deprecated capabilities.
So, our expectation is that no or minimal rewrite will be required, though some of the behaviors may be different and some features may not be available without modifying.
At this point, there are no changes other than category controls going away, with a fallback behavior. We're more focused on the core engine capability and performance at this time.
Regards,
JPG
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July 29th, 2016, 00:45 #50
Thanks for clarifying. For a few moments there I rather envisioned my fourth full rewrite. (One at start, one at 2.0 and now recently one to bring it to work under CoreRPG instead of the old D20 ruleset as a base. )
It will be fascinating to see what comes next.
- Obe
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