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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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#16
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Re: [FVG]: Choosing an Engine: Final Poll
Selling it as a product has crossed my mind, but it is ok by the CS license. My own skill developement has not crossed my mind yet.
The unreal engine has a whole host of legal issues involved. Also, a 'mod' is considered significantly less than 'game'. (Which would you rather tell your friends? "I helped make the FIRST Video Game." "I helped make the FIRST Unreal Mod.") I excpect that the diference of dificulty between Unreal and CS APIs are slim to none. CS has many of the Features that we need. While using Unreal would produce ultra-realistic scenes, there are 2 things that should be remembered: 1. that it can only do this on the best macines; 2. that it can only make it as good as the models. Like I said earlier, if anyone can convince them to let the FIRST community is it for this dirt cheap, I will be more than happy to use it. but until then, I know I will not support it. |
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#17
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Re: [FVG]: Choosing an Engine: Final Poll
What advantage does CS have over Quake II?
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#18
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Re: [FVG]: Choosing an Engine: Final Poll
Quote:
In any case, I've got to point out that some of this sounds suspiciously like an issue of pride (which is fine, understandable and all that), but which also means that if you fail to make it work, the consequences w/r/t your pride may be more significant, because of higher expectations. Quote:
Quote:
2. There's a bit of CAD and 3-D graphical design talent in the FIRST community--why not make use of it? The models can be as good as you need them to be (i.e. start with a box, and progress from there). By choosing Crystal, you do have access to a reasonably complete feature set (to which you referred); you don't, however, have the assurance that the engine is stable and bug-free. With Unreal, you have a very large support community, and a proven technology, but are limited in what you can do to the actual code. As I understand it, you want to make a 3-D simulation of a field/stadium, and populate it with robots and objects. Couldn't this be accomplished with an Unreal map mod, several new bots, a few objects like balls or goals, and an adjusted set of physics parameters? I still don't see exactly what you need to get into the source code for. If it's not the learning experience that is primarily driving you, why not take the slightly more straightforward route? Also consider that you can test models, game dynamics and all sorts of other issues in Unreal, then (if the Crystal feature set is to be believed), you should be able to port it to native Crystal, if things work out. It's like rapid application development.... Also, things like announcers aren't as simple as they appear. In the other thread, D.J. Fluck accused the EA Sports announcers of being stilted and unimaginative in their phrasing. This is true--but not for lack of trying (EA has tried play-by play since at least 1997, and it still isn't perfected.) There are hundreds of different phrases and names in NHL 2003 (for example); they have to be accessed on a moment's notice, and played in some coherent order. When Kaberle receives the puck, it doesn't help for the announcer to still be talking about Sundin--and if Kaberle holds onto the puck, the announcer can't just sit silently and say nothing. On the other hand, the implementation of play by play might be more than an Unreal mod can handle--so this could be a backhanded vote of confidence for Crystal (just brace yourselves for a vast library of sounds that can be pulled up instantly, and an algorithm to tie them together in coherent patterns). Creating the game from raw source code is clearly the more significant achievement, but without having a true measure of everyone's committment to this project, I can't help but wonder if you are biting off more than you can chew. I don't by any means consider the use of Crystal to be impossible, only difficult. So as project leaders, it is upon you to know your (and your associates') capabilities, and choose the course of action that benefits the project the most. (If you haven't already come to some conclusions about each other's abilities and potential for improvement, now is the time for an honest discussion. Leave pride out of it for now.) Last edited by Tristan Lall : 19-06-2004 at 01:38. |
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#19
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Re: [FVG]: Choosing an Engine: Final Poll
It's not a matter of biting off more than one can chew; it's eating it in managable pieces.
When I created this thread, my intent was the Unreal 2 engine. Meaning: If you go to the link in the first post, the actual Unreal engine that Epic licenses to other parties. My intention was NOT to use the UT and just mod it. |
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#20
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Re: [FVG]: Choosing an Engine: Final Poll
Quote:
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#21
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Re: [FVG]: Choosing an Engine: Final Poll
Some questions on modding Unreal:
If you said no to any of these, reconsider your position. Do you plan on helping us program? Because the programmers are the ones who need to know exactly what a given engine supports, how it expects data, and how flexible it is. If you are not a programmer or are not planning on helping us, then I ask that you take a less active role in this thread. The question I have asked is primarily a programming one. Every resource group (audio, 2D, 3D) is affected by the fact that this affects what formats they can use, but the programmers are the most greatly directed in this decision. |
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#22
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Re: [FVG]: Choosing an Engine: Final Poll
I don't know all the answers for Unreal; here are some sites that will probably contain them. Note that these sites cater to modders and engine developers alike, but some content may not be available without licence. As to exactly what that content is, you'll need to take a look:
http://udn.epicgames.com/Two/WebHome http://udn.epicgames.com/Two/PublicModResource As far as I know, all of those things are possible with the engine, but I don't know whether they can be implemented in exactly that fashion in a mod. (The links ought to contain the answer.) (Edit follows) See http://www.chiefdelphi.com/forums/sh...1&postcount=28 for more information: apparently these things are possible in a mod, via UnrealScript. (Except maybe .dll imports, but they would most likely be redundant, due to native formats.) Last edited by Tristan Lall : 20-06-2004 at 12:27. |
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#23
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Re: [FVG]: Choosing an Engine: Final Poll
I can't beleive that no one has mentioned the Quake II Engine. It is plenty advanced, and is available free under the GPL. See http://www.idsoftware.com/business/t...echlicense.php
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#24
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Re: [FVG]: Choosing an Engine: Final Poll
Quote:
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#25
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Re: [FVG]: Choosing an Engine: Final Poll
Further to my first post here:
Descent source code compiles with Watcom C++, for DOS. Descent II source code compiles with Watcom C++, for DOS. Quake and Quake II source code Quake II compiles with MS VC++ 6.0 for Windows. There's also a .NET port--maybe that's more like what you had in mind with Crystal. |
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#26
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Re: [FVG]: Choosing an Engine: Final Poll
Just a thought...but shouldn't those who are going to be actually working on this the most be in charge of it? people like Astronouth7303, Texan and others seems to be the ones who will be pulling the most work...so I think in all rights they should be the ones to choose it.
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#27
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Re: [FVG]: Choosing an Engine: Final Poll
Quote:
![]() -EDIT- This post isn't endorsed by anyone else. Just have to note that... Last edited by Ryan M. : 20-06-2004 at 12:30. |
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#28
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Re: [FVG]: Choosing an Engine: Final Poll
You are, of course welcome to make executive decisions. It's your project, after all.
But wait, there's more! Quote:
Also, to put those comments on team-building and personnel issues in context, this is suggested reading. (I sumbit that it applies equally to a mod, a development of an engine, or a game-from-scratch.) You are taking on a sizeable responsibility to your team by spearheading a project like this. Do whatever it takes to make it work for you. If that means Crystal, it means Crystal, if that means Unreal, then so be it. Evaluate the alternatives rationally, and thoroughly, because it will have been a relatively fruitless endeavour if at some point, you realize that you've dug yourselves a hole too deep, or run out of capabilities in the modding system. In general, you know what you want out of this (though the specifics are evolving, you obviously have some sort of mental plan), and you must do the research, in order to make the best choice. Learn all about the alternatives, and choose wisely; don't rush the decision--this is too important to your success to make a mistake. If it means contacting some mod authors (see UnrealWiki), or Crystal developers to get an exact idea of what's what, from the real experts (as opposed to ourselves, who merely dabble in this stuff), do it. I hope that these lengthy discourses haven't scared anyone away from expressing their own views on the subject; rather, I'm pointing out what needs to be considered for an undertaking of this magnitude. Along the way, I'm offering recommendations that can be accepted or ignored at will--it's not a personal affront in any sense. So, like Texan said, input from others might be useful here. Last edited by Tristan Lall : 20-06-2004 at 12:24. |
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#29
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Re: [FVG]: Choosing an Engine: Final Poll
I do suggest the everyone read the link of "suggested reading" in Tristan's post, especially the second section.
I appreciate all that you have said in this thread, Tristan. I don't feel "threatened" in anyway, and I don't think that any of the others do either. You are just forcing us to think things through completely, which is obviously a good thing. ![]() |
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#30
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Re: [FVG]: Choosing an Engine: Final Poll
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). most of all, i want to help with the organization of this whole thing. as my team role implies, i want to help with the communication aspect of all this, getting everybody to work together as one team. If we all work together, success is the only possible outcome. ![]() |
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