Author Topic: Revolution Blockland- Cancel project.  (Read 2548 times)


Sounds like it'll be good, will it be an overhaul add-on, a completely different program, or what?

Hey, that's that minecraft copy that got loving greenlit instead of BL

Hey, that's that minecraft copy that got loving greenlit instead of BL

yeah

forget that stuff

Sounds like it'll be good, will it be an overhaul add-on, a completely different program, or what?

  • Cloth dynamics
  • Rigid body dynamics
  • Destructible objects
  • Destroyable joints
  • Fluid buoyancy
  • Per-pixel dynamic lighting
  • Normal & parallax occlusion mapping
  • Reflections
  • Scattersky system for sun, stars and skies
  • Powerful fire, smoke, and explosions particle systems
  • Extensible shaders (GLSL / HLSL)
  • CustomMaterials system with support for parameter's hierarchy
  • Screen Space Ambient Occlusion
  • Depth of Field
  • Light Rays
  • Lens Flare/Corona Effects
  • Refraction
  • Glow
  • Blurring
  • Color Correction

uh huh
what engine're you using, game maker?

uh huh
what engine're you using, game maker?
Torque 3D engine.

uh huh
what engine're you using, game maker?
Didn't he state that in the OP?
Torque 3D right?
Think that is an engine. :)

i always support the idea of more default bricks

I don't think Badspot will let you take the name Blockland though.
Like, he won't just let you take the money of Blockland and stuff.

Good luck though, hope it works out for you.
I'll just stick with Blockland (1) i think though. ;)

i always support the idea of more default bricks
I am agree with this one.


I don't think Badspot will let you take the name Blockland though.
Like, he won't just let you take the money of Blockland and stuff.

Good luck though, hope it works out for you.
I'll just stick with Blockland (1) i think though. ;)
Badspot get all credit all of it and He wll keep his pocket the money and I not want any the money for this nothing. Just 3rd party on this project.
« Last Edit: July 25, 2013, 10:09:39 PM by Furling² »

ahahaha!
good luck getting the ridiculous current version of TGE to work as a reasonable clone of blockland before getting your ass sued
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?).

ahahaha!
good luck getting the ridiculous current version of TGE to work as a reasonable clone of blockland before getting your ass sued
no clone blockland and blockland always belong to Badspot.