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| View Poll Results: What engine should we use? (See post) | |||
| Crystal Space |
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15 | 35.71% |
| Genesis3D |
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4 | 9.52% |
| Unreal |
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21 | 50.00% |
| Torque |
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2 | 4.76% |
| Voters: 42. You may not vote on this poll | |||
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#1
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Since no one seems to want to debate this, I assume that's all the ideas there are. so we have:
You have 14 days. Votes are public. Last edited by Astronouth7303 : 17-06-2004 at 21:36. |
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#2
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Re: [FVG]: Choosing an Engine: Final Poll
why are people Voting for unreal? do they want to donate all the $ to use it?
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#3
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Re: [FVG]: Choosing an Engine: Final Poll
Tytus, the question asked what engine SHOULD be used. It says nothing about what WILL be used or the practicality of getting any such graphics engine.
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#4
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Re: [FVG]: Choosing an Engine: Final Poll
the unreal engine is FREE!!!!!!!!!!!! i mean... it comes down to wethere we want to make our own game and make it seperate, or just use the unreal engine and make a MOD for ut2k4... (i have seen a golf sim mod for ut2k4, so n e thing is possible) =D
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#5
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Re: [FVG]: Choosing an Engine: Final Poll
I don't have the money for unreal and like open source and think I prefer crystal space. It seems like the best option without shelling out dough. And it can be made so many people, not just thoughs with UT, can take advantage of the game. Just reading opinion this seems to be the path that those actually going to do a lot a work for this project want to go. Not just making a good hack of UT but actually building something. I think crystal space looks like a good building block.
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#6
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Re: [FVG]: Choosing an Engine: Final Poll
Which unreal engine is this? The totally first one????
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#7
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Re: [FVG]: Choosing an Engine: Final Poll
I have no clue so i think i am going to stay out of this one. LOL
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#8
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Re: [FVG]: Choosing an Engine: Final Poll
Quote:
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#9
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Re: [FVG]: Choosing an Engine: Final Poll
If you guys are really serious about this--and that means that you want to mess with the engine, rather than just making mods (which is fine too!)--Descent and Quake II (or was it Quake I?) were open-sourced, if I remember correctly. Descent is missing some proprietary sound driver code, but other than that, is complete (and runs under DOS or an emulator). Quake, I'm not sure.
But really, a modern engine like Unreal, with a well-developed modding community is probably a better choice, if it can be used without cost. You will have to consider people losing interest in the project (it always happens with mods), and will have to evaluate the technical aspects of what you want to do versus not only your abilities, but also the capabilities of the modding layer of the engine. (What do I mean? You can't mod Warcraft II into Splinter Cell--though for your purposes, a 3-D shooter engine should serve nicely). Consider which engines or games can be used to approximate real-world physics. Unreal Tournament isn't so great out of the box, but Raven Shield (an Unreal-based game) has rather good physics. Also consider that these open-source engines, which may not have actually been used in any products on the market, are (by and large) unsupported and unproven. Will they work? Hopefully/probably. Does Unreal (for example) work? Yes. (And can you afford to buy the source code? No. Would they even sell it to you? Probably not.) But take a good hard look at the potential for people to back out of the project. If the only person who can handle the advanced C++ and DirectX (or whatever you're coding for) needed for a full-fledged game engine quits out of frustration (or petty bickering, or illness, or school, or life in general), what happens? You need to make sure that the project depends on no one person, or that every person will absolutely refuse to quit (which is unlikely, at best). Wouldn't it be a safer bet to mod a game, where there is comparatively little skill required, and where tasks can be assigned to just about anyone? (You probably shouldn't assume that someone who just completed AP Comp. Sci. is able to write--or even read--code to support DirectX, but maybe they'll know enough to adjust parameters in data files, or learn other skills from modding tutorials.) In short, don't get in over your heads, and you'll be fine. (And if you still want to go ahead with tweaking the game engine itself, just keep these observations in mind.) P.S. The link to Crystal needs an extra "e" in "sourceforge".... Last edited by Tristan Lall : 18-06-2004 at 12:29. |
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#10
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Re: [FVG]: Choosing an Engine: Final Poll
I'm still all for Crystal. I get what you're saying, but I've already stated my feeling about using less than open-source code...
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#11
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Re: [FVG]: Choosing an Engine: Final Poll
Follow the links. The Unreal engine is just the engine; they license it to various groups. (The current version is 2) The prices posted are the normal ones, no special offers.
And if we just mod UT2k4, the cost would be to buy UT2k4 for everyone. Not real cheap, either. One other thing: There is no sponsor. Anything that we buy is going to have to come out of our pockets. And I don't think that Epic licenses to private people, just corporations. |
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#12
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Re: [FVG]: Choosing an Engine: Final Poll
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#13
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Re: [FVG]: Choosing an Engine: Final Poll
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Doing so means that you have a engine that is known to work properly. If you use something else, there is a higher probability of something beyond your control going wrong. What guarantees that it will be fixed in a timely fashion, so as not to inconvienience you greatly? And why not make use of the Unreal modding community? That's arguably better than getting an SDK and reading the documentation, and fighting with low-level code, but still ending up with a product that's based on a sub-par or dated backend. If the price is such a big deal, why not use the old Unreal Tournament? It's exceptionally efficient, very scalable, runs on anything (of consequence), and is "known good". The techniques to mod it (note--once again, I doubt it's worth it to even think of buying the code!) are established and widely available. Whatever you do, don't paint yourselves into a corner by choosing an engine for which you will be debugging errors totally unrelated to your project--let someone else do that for you! (Open source is ideologically nice, but do you have the time and energy to bugtest someone else's work in progress, while you simultaneously try to develop an implementation of the same thing, using ever-changing builds, and without a guarantee of stability? It's a crapshoot.) One other thing about open source (or any source, really): once you do see the code, will you know what to do with it? Not to put too fine a point on it, but that's not exactly easy stuff to interpret, especially the first time around. If you have real expertise (high school comp. sci. probably doesn't constitute expertise), or are willing to invest significant time to learn, then it may be reasonable; but if you want to work on a FIRST video game, and not spend your (not-unlimited) time learning the nuances of a particular engine, the best route is still modding someone else's work. It's a matter of perspective--what do you really want? To learn 3-D game design/implementation, or to produce a FIRST game? They aren't mutually exclusive, but neither are they the same thing. Another thing: if you're recruiting volunteers, make sure they know in advance your answer to this question--if they assume that you're going to have a game within a certain time period, and find that you, the leaders, are still tinkering with the intricacies of the engine when you "ought to be" working on the game itself, they may just quit out of disillusionment. |
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#14
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Re: [FVG]: Choosing an Engine: Final Poll
I never said it would be easy, but considering that I don't have Unreal in any form, I am going to say no to it.
There is also the fact that it would be a mod, not it's own program. If we would to break Unreal somehow, all we can do is hope it's fixable. If we break CS, we can modify the source if need be. Running unreal would be cool, but the strings atached would make it almost not worth it. Using the Unreal engine would be no more dificult than using an open source engine. And if we spend any money, a huge infrastructure may need to be set up. I certainly don't have a whole lot of cash. |
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#15
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Re: [FVG]: Choosing an Engine: Final Poll
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With an open-source engine, you're not coding for a mature platform--you're coding for something that's in development. That's a lot harder than modding a well-known, well-documented, versatile, and stable game. Quote:
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Or is it that you really want to use SourceForge, but can't justify it if it's a commercial game engine? I hope it isn't something as miniscule as that. We're still not really clear on one thing: are you focused on getting a "product" (saleable or not) out in the world, or are you concentrating on developing your own skills? I'd tend to agree that the more challenging option (Crystal Space) is better for skill development, but that as a practical matter, you're more likely to end up with something substantial to show for your efforts if you mod Unreal (or the like). And like I said before, since you're promoting this project vigourously, and recruiting help, people are going to be disappointed if you find Crystal Space to be too difficult, or too limited, or otherwise unsuitable. By opening this up to the world, you're now bound by their expectations, at least to some degree. All that said, give it your best shot--who knows what will come of your decisions, but at least you'll have learned something.... Last edited by Tristan Lall : 18-06-2004 at 20:20. |
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