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Old 09-28-2007, 05:06 PM   #31 (permalink)
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Quote:
Originally Posted by Mr.Senator View Post
I use the Crytek Engine at work and it is really awesome

Welcome to Crytek

Of course this bad boy is around $600,000 dollars =P
which engine? one or two? both are very good engines. i have only used the first one a bit.
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Old 09-28-2007, 05:07 PM   #32 (permalink)
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the second one, check out the video on the website, its really awesome.
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Old 10-11-2007, 12:16 PM   #33 (permalink)
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no one has mentioned radiant.
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Old 10-11-2007, 01:08 PM   #34 (permalink)
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Isn't that a level editor?
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Old 10-11-2007, 03:29 PM   #35 (permalink)
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sorry, i meant quake...silly me :/
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Old 11-06-2007, 01:24 PM   #36 (permalink)
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I didn't see anyone mention XNA. I am just curious about other peoples experiences with it. I am currently working with a small team to make our own title using XNA. We don't currently have any funding so we are going with what my programmer knows and what is free. We are doing a toon shaded style with 3d assets and 2d backgrounds.
From an artist point of view, what are some of the issues encountered? What are the pitfalls of this engine? What should I look out for? What are the good things? Any insight from anyone who has had experience with this would be helpful.
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Old 12-02-2007, 01:50 PM   #37 (permalink)
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yall forgettin....
Panda3d Panda3D - Free 3D Engine - Great and easy to use engine! I love using it. Time of writing #4 of devmasters most reviewed engines.
Programming language - Python

reality factory Reality Factory - Home - Extremely easy to use. Sure it uses directX7, but directx9 drivers are coming in AND even with directX7 you can make awesome graphics. Just need skillz.

plus theres DXStudio. Forgot the link, but seems great

devmaster.net has more
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Last edited by darksmaster923; 12-02-2007 at 01:58 PM.
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Old 01-28-2008, 01:57 AM   #38 (permalink)
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Quote:
Originally Posted by CrankyTulip View Post
Put me down for another 'don't get Torque unless you enjoy cheap things that don't work very well'. My school has just switched to it(...from unreal :S) for some insane reasoning, and, we've had nothing but problems with it since day one of using it; everyone in the class, including the teachers. The thing with Torque is that it has an included 3DSMax-wannabe bsp 'modeling' app called Constructor, which may seem like a good thing at first, but then you come to realize it's very, very limited, and has an export crash about 1 out of 5 times. To me, it's an engine created to be intuitive, quick, affordable to small game companies, and robust, but missed all the targets except the low price. I have not used Torque Advanced, nor do I want to... The Torque Forums have also not been as helpful as one might expect a game engine forum to be.

Yes, I've always been a fan of unreal(ever since the first game came out), but don't let my 'bias' interfere with your engine judgment. UE3 is just gorgeous! Contrary to the horror stories, lawsuits, or outdated licensee version releases you may have heard about, I believe the engine's functionality, pipeline, and final product are cumulatively very near the best out there, if not the best. No, I haven't used Epic's UE3 UED, just the RoboBlitzEd, but most of the main features are still there, and it is very smooth! And no, it doesn't have 'MegaTexturing' like iD does...(atm)or an incredibly dynamic connection to Maya like ZootFly does...or a separate BSP modeling app like Torque does... But, if there is an easier way to load & browse your game content package files, create and edit shaders, or make entirely visual no-programmer-needed game scripts, I'd like to see it. (Obviously,) a single artist can now create an entire, production-quality, functioning level himself. Downsides, in some ways, are that there is aparently no light radiosity, which would improve lighting setup time & render quality, and license cost is roughly 1 million US dollars...which is definitely bad for a small 2-person game dev company, and the perfect compromise for engine dev time & cost for bigger companies. I can't wait to get my hands on UED4 in November(Hopefully) with UT3!

Some of my favorite things about UE3(too many to recall):
-Additive OR Subtractive BSP worlds.
-Instantaneous Play-in Editor window.
-Ability to be 100% artist-driven, absolutely no programming knowledge needed.
-The Generic Browser
-Kismet Editors
-Multi-platform
-Scalable(performs decently on my old ~$1900 Dell M90 laptop)
-If there is not a desired feature in UE3's base engine code already, there is a high probability that it can be implemented by your programming team.
-Similar editor UI layout from all previous Unreal Editors, now much improved.
-Ability to see file sizes & memory usages of ALL assets used in a level.
-Overall stability

From my future career standpoint(as level designer)& learnings, no one has ever gotten a job from having used Torque, but many, many have gotten jobs from having used Unreal. Unreal has been used in movies, animated shorts, various types of games, the military...so it must be decent at least, heh.

I'm going to have to agree.

With the addition of the following:

Direct Perforce Integration
Right mouse click a texture and Reload it from its source directory. (sounds little...but frickin awesome)
UDN materials compendium (great reference)
Easy collision modeling.
If named appropriately, upon import, the static mesh will assign itself to the correct materials.

I also have to add one hate:
1bit alphas and unlit transparency....
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Old 02-25-2008, 04:45 AM   #39 (permalink)
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Intel just aquired the Project Offset lads, check out the Offset Engine:

Project Offset - Technology
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Old 03-06-2008, 10:01 PM   #40 (permalink)
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22 1/2 years in the USMC what do you want to know
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