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Messages - .::Taboo::.

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2761
Development / Re: 2012/09/12 - Steam Greenlight
« on: August 12, 2013, 12:37:30 PM »
What.

2762
Off Topic / Re: Anime and Manga Megathread
« on: August 12, 2013, 12:36:15 PM »

2763
Modification Help / Re: Old shadows?
« on: August 12, 2013, 12:31:10 PM »
They worked completely different from what we have now. Perhaps more importantly, those were only cast upon interiors and terrains, which don't exist anymore.
Also, wrong board.

2764
General Discussion / Re: v22 really soon?
« on: August 12, 2013, 12:21:16 PM »
not this dumb bullstuff again
I'm not going to update the loving engine ok?  What the hell is wrong with you people. 
An Unreal Engine 2 license costs $350,000 + 3% royalties. 
The price of Unreal Engine 3 is not openly advertised, which means if you have to ask, you can't afford it.  From what I've heard it's north of 800k.  Source engine licensing is comparable. 
Did you link to the wrong video?  Cause all I see there is maybe 200 physics objects that glitch out and disappear when too many of them are disturbed at the same time. 

The problem here is that you guys don't understand what a game engine provides for you.  There is no game engine that will be super fast at rendering 100,000+ discrete objects out of the box.  You cannot simply fire up source or crysis, stack up a million boxes and go to town (those crysis videos that are all over youtube are pre-rendered).  If you want to do something unusual like that, you're going to have to write your own renderer and you're going to have to cut corners on the simulation.  There is no general purpose "have a million of everything" engine.

Cutting edge engines like crysis, source, unreal 3, and id tech 5 cost upwards of a million dollars (still way cheaper than developing your own engine) and even if you have the money (I don't) they won't license to everyone because they only want to associate and give tech support to AAA titles that have a reasonable chance of success.  Second tier engines like Unreal 2 or doom III cost in the $250,000 range (I don't have that much money either). 


I need an engine that is priced and designed to be used by a single person or small team.  Here are the possiblities:  Torque, TGEA, Ogre, Blitz, flash/shockwave, crystal space, C4, unity, Sauerbraten/Cube 2, Quake III GPL, DIY.  (Sauerbraten, TGEA, and unity did not exist at the time I started Blockland)

Of those, Sauerbraten is the only one that could possibly provide a graphical advantage out of the box because of it's unique rendering paradigm.  BUT.  There are glitches in the rendering system that look quite difficult to solve and may be systemic.  There is no scripting system.  The networking sucks and would have to be replaced completely with something like TNL.  I've talked about it with kompressor and we concluded that it would be easier to port the sauerbraten rendering over to torque. 

I picked torque because it's the only one with a good scripting integration and robust networking that works well with low bandwidth.  It also runs well on low end hardware and can be ported to the mac, appealing to the widest audience possible.

The most important thing about making a game is having it work.  Jumping around from one engine to another chasing after the latest features is a sure fire way to fail (are you reading this George Broussard?). 
[...] not possible without engine modification and I'm not going to do it.
take a hint forgeters

2765
Off Topic / Re: Favorite gifs thread
« on: August 12, 2013, 12:15:26 PM »

2766
Creativity / Re: Drawings Megathread
« on: August 12, 2013, 11:59:04 AM »
that's what I said when I was drawing when I was 10
It gets difficult to just one-time eyeball it when drawing something new or from reference
Not really.... it's especially easy with a reference...

2767
He says it's not worth $20 but he bought it anyway.
Okay.

2769
Off Topic / Re: Favorite gifs thread
« on: August 12, 2013, 08:23:54 AM »

2770
Off Topic / Re: would you eat synthetic meats
« on: August 12, 2013, 08:10:30 AM »
there's literally no reason not to other than being dumb, so yeah, of course

2771
Creativity / Re: Drawings Megathread
« on: August 12, 2013, 07:26:42 AM »
i'll never get why people always have all those unnecessary lines and circles all over their drafts
all it does is take up space and clutter the whole thing

2772
Off Topic / Re: Poll - loveual orientation
« on: August 12, 2013, 07:25:49 AM »
i don't think that's really worth a bunch of unnecessary new words to describe a handful of people
if you're only attracted to herms or whatever the word to describe your loveuality would probably be somewhere in the neighbourhood of "stupid"

2773
Off Topic / Re: Poll - loveual orientation
« on: August 12, 2013, 06:33:05 AM »
are there suddenly more than two genders in the human race or something

2774
Creativity / Re: Drawings Megathread
« on: August 12, 2013, 06:29:38 AM »
i don't even get the purpose of sketchy lines, it's just more garbage that you'd have to clean up when it's so easy to avoid them in the first place by simply learning how to draw a line

2775
Suggestions & Requests / Re: Flapping Clothing
« on: August 11, 2013, 09:44:41 PM »
wouldn't be very hard to make

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