3D Game Made With Scratch Mac OS

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Download Scratch for macOS 10.10.0 or later and enjoy it on your Mac. ‎With Scratch, you can program your own interactive stories, games, and animations. Scratch helps young people learn to think creatively, reason systematically, and work collaboratively — essential skills for life in the 21st century. Create epic 2D and 3D games using Unity® and Blender! This course is unique because we make both the code and the art for the game from scratch. We teach you the fundamentals of designing, coding, and modeling a 3D game. First you design the game and its functionality in Unity®.

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Established in 2005, UNIGINE is a global IT company focused on real-time 3D technologies. We deliver cutting-edge B2B and B2C solutions for simulation, visualization, scientific research, video games, virtual reality systems and more. Our products have received worldwide acclaim for pushing technology frontiers further than ever imagined.

All of our projects are based on our own real-time 3D engine, which was developed in-house completely from scratch. The SDK is also available for licensing to 3rd-party software developers.

UNIGINE's mission is to make the experience of immersive virtual worlds a reality for all types of industries. Current use cases include:

  • Safer training for all sorts of transport
  • Readiness of first responders
  • Visualization of projects in fast, real-time 3D
  • Virtual exploration of inaccessible or hostile places
  • Mind-blowing games and entertainment

We also make benchmarks used by millions of users worldwide to determine the stability and performance of PC hardware.

Team

We are a multidisciplinary team of creators. Our main competencies are: software development, 3D content creation, real-time 3D graphics, simulators, UI/UX, web development.

Our full-cycle R&D team is doing everything in-house, but we are happy to collaborate with subject matter experts from all over the world. Our current partner network covers the following topics: aviation, space industry, maritime, ground transportation, autonomous vehicles, mining, oil & gas, GIS, architecture and urban planning.


Leadership

The CEO and founder of the company is Denis Shergin. He has more than 22 years of experience in the IT industry and a strong engineering background.


Values

  • We are here to push the technology frontier forward.
  • As a company of engineers, we strive to make great tools for other engineers, and we use our own products every day.
  • There is no such a thing as “impossible” - it is only a matter of effort and creativity.

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History

Key points:

  • 2005
    • Remote distributed team
    • Incorporation of the company
    • The first SDK release (v0.3)
  • 2006
    • Office in Tomsk, Russia
    • Introduced UnigineEditor
  • 2007
    • Physics simulation
    • Sanctuary benchmark released
    • Support for stereo 3D
  • 2008
    • Tropics benchmark released
    • Acquisition of Sumotoha development team
  • 2009
    • Heaven benchmark released
    • Presentation of UNIGINE technologies at the Windows 7 launch event
    • Internal game development studio formed
  • 2010
    • Linux game development contest
    • PlayStation 3 support
    • Launch of Developer Community Portal
  • 2011
    • Support for huge virtual worlds, 64-bit precision of coordinates
    • More platforms: Android, iOS and Mac OS X
    • Support for multi-channel rendering over network
    • Office in Prague, Czech Republic
  • 2012
    • Oil Rush strategy game released
    • Partnership with Qualcomm on mobile version of Oil Rush
    • The first UNIGINE Open Air conference
    • Re-focusing to the simulation and training industry
  • 2013
    • VR headset support (early Oculus prototypes)
    • Valley benchmark released
    • Support for projection on curved screens (image wrapping and edge blending)
    • Major pack of simulation features (CIGI, geo-coordinates, etc.)
    • Bell-206 Ranger helicopter simulator
  • 2014
    • Launch of the UNIGINE Sim SDK
    • Support for C#
    • Light GA airplane simulator (Port Angeles scenario)
  • 2015
    • Office in Shanghai, China
    • UNIGINE Engine 2 released
    • Launch of the UNIGINE Engineering SDK
  • 2016
    • Geometry water simulation with full spectrum of sea states
    • Support for round Earth mode
    • Professional services division formed
    • ISS simulator demonstration in NASA VR Lab
  • 2017
    • Support for multi-layer volumetric 3D clouds and regional weather
    • Introduction of SSRTGI technology
    • Superposition benchmark released
    • Beriev Be-200 amphibious firefighting airplane simulator
    • UnigineEditor 2 released
  • 2018
    • Headquarters in Clemency, Luxembourg
    • Support for CAD data formats
    • Voxel-based GI solution
    • More than 200 B2B customers worldwide
  • 2019
    • UNIGINE IG introduced
    • Office in Saint-Petersburg, Russia
    • Major upgrade for vegetation system
    • C# component system
    • Major terrain system upgrade with runtime modifications
  • 2020
    • Launch of the UNIGINE Community SDK

Buried in the avalanche of publicity surrounding the release of iOS 7 was the introduction of a new framework, called Sprite Kit, designed to help developers more easily and efficiently build 2D games.

The news barely registered in the mainstream press, but it made a big splash at this year’s Worldwide Developers Conference, where many enthusiastic programmers attended a few sessions covering it.

Given the seemingly endless stream of games that land in the App Store, Sprite Kit may seem at first glance to be little more than a curiosity—one of many new features to debut in a new operating system release. In reality, though, it’s part of a long-running strategy that Apple has developed to make iOS a great place for gamers and developers.

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With great power comes great complexity

Building a computer game has never been an easy task. All but the most trivial titles require considerable programming effort in areas ranging from graphics to sound to user interface. In the old days, this meant taking advantage of every trick in the book to squeeze performance out of computer architectures that were, by today’s standards, primitive. With GPUs nowhere to be seen until the mid-1990s, developers had to build their own tools almost from scratch.

Today, power is no longer a significant hurdle. The iPhone—a phone!—has more than enough GPU strength to render photorealistic graphics in real time, without requiring the kind of programming voodoo that developers had to rely on a decade or two ago. Even better, the industry has largely standardized on a small set of technologies—such as DirectX for Windows-based systems and OpenGL for everything else—that abstract away the quirks of individual hardware platforms, leaving programmers free to focus on how their games work and spend less time worrying about why they don’t work on a particular device.

That improvement doesn’t necessarily mean that coding a game has become easier overall, however. Developers often approach OpenGL expecting it to be a magical technology that will enable them to build incredible graphics with a handful of keystrokes, and instead discover that it builds the thinnest of layers on top of the raw GPU hardware. It’s a bit like shopping for a great sports car, only to be handed a jet engine, a couple of hammers, and an instruction manual written in a foreign language: The raw power is there, but the tools that OpenGL provides are rudimentary at best; and to take full advantage of them, developers must have a deep knowledge of the math and techniques involved in 3D graphics.

With

Start your engines

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For that reason, almost no one builds games right on top of OpenGL (or DirectX); instead, developers rely on an additional layer of technology—an “engine”—that allows them to deal with complex graphics in a discrete way, rather than having to worry about every triangle and lighting algorithm.

As you can imagine, engines come in all shapes and sizes. Some, like Unity and the Unreal Engine are commercial, and offer complete three-dimensional programming environments that game designers can easily port from platform to platform.

Others, like Sparrow and Cocos2D focus on building 2D games and are free and open-source, with minimal licensing requirements beyond an acknowledgment of their use in a game’s credits.

Into the fray

From Apple’s perspective, both of these kinds of engine have severe shortcomings. The commercial products are often cross-platform and make it a little too easy for developers to build games that work across multiple operating systems.Given the choice, the folks from Cupertino would probably be happier if more titles were exclusive to iOS and OS X, instead of being available on competing platforms as well.

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On the other hand, many open-source tools designed to work only with Apple technologies lag behind the advances introduced by newer hardware, and their haphazard growth sometimes results in confusing programming interfaces. This is particularly important because open-source engines tend to be used by the small independent developers who have been responsible for many of the best original games to hit the market in the past few years.

For these reasons, Apple has quietly begun introducing a series of frameworks that make developing games for its products easier. For example, iOS 5 included a framework called GLKit that simplifies interfacing with OpenGL. Starting with Lion, OS X began offering Scene Kit, which simplifies the process of rendering complex three-dimensional scenes. And with iOS 7—and Mavericks—comes Sprite Kit, which contains everything developers need to write a 2D game from scratch, without having to worry about OpenGL.

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The gaming long tail

Obviously, these officially supported technologies play into Apple’s strategy of locking developers in to developing for its operating systems: You can easily port a Sprite Kit app from OS X to iOS, but you can’t reuse much of its code for an Android version.

But more is at play here. Great games aren’t just about the raw ability to push pixels to a screen—they are about user experience. Technologies that simplify access to the advanced graphics that power today’s iOS devices enable developers to work more efficiently and to focus on things like gameplay and artificial intelligence, which arguably affect the quality of video games much more than how many triangles you can display per second.

In a broader sense, frameworks like Sprite Kit are part of the same strategy that pushed Apple to create Game Center: Work hard to keep developers close to the company’s platforms while offering them better tools to build their software, and you’ll be rewarded with a rich ecosystem of high-quality games that are inexpensive to end users.

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If history is any indication, we’ll see Apple take more and more steps in this direction in the future—which can only mean that the games we’ll be enjoying at the end of the process will continue to get better and better.