| Blockland Forums > General Discussion |
| v22 really soon? |
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| Altiris:
--- Quote from: Scriode on August 12, 2013, 12:53:15 AM ---And with Torque3d you expect more gamemodes? --- End quote --- I don't think he ever spoke specifically of Torque3D or any torque engine, maybe that's what he was thinking of but he could've been thinking something like the CryEngine. (Lol imagine the performance for a game like Blockland) |
| Moonstar Akemi:
--- Quote from: Altiris on August 12, 2013, 01:06:32 AM ---I don't think he ever spoke specifically of Torque3D or any torque engine, maybe that's what he was thinking of but he could've been thinking something like the CryEngine. (Lol imagine the performance for a game like Blockland) --- End quote --- forget Torque. I don't want torque at all. This engine blows. I want this game to be built on a better engine. Torque feels way too outdated to me. And no, not really. I don't think there'd be more gamemodes at all, but I'm sure as hell convinced that they'd be a lot better with all the possibilities programmers would have to screw around with a new engine that was more flexible. Lol yeah, CryEngine would be a sight to see for a game like Blockland. |
| Altiris:
--- Quote from: Moonstar Akemi on August 12, 2013, 05:41:04 AM ---forget Torque. I don't want torque at all. This engine blows. I want this game to be built on a better engine. Torque feels way too outdated to me. And no, not really. I don't think there'd be more gamemodes at all, but I'm sure as hell convinced that they'd be a lot better with all the possibilities programmers would have to screw around with a new engine that was more flexible. Lol yeah, CryEngine would be a sight to see for a game like Blockland. --- End quote --- I remember asking around though and the many limits that we have are from packets/Internet related. The vehicle limit, brick limit, are all Internet related. I don't know for sure how packets work, wether or not you can just make the packets bigger etc. The other things such as physics (vehicle, bricks and also players, - although bricks have pretty nice physics) are engine related I believe. The one thing I wish would be improved for brick physics is that if you blow up a building or something on the bottom part the rest of the top that doesn't have support should fall like getting fakekilled. |
| ArchaicModifications:
--- Quote from: Moonstar Akemi on August 12, 2013, 05:41:04 AM --- Lol yeah, CryEngine would be a sight to see for a game like Blockland. --- End quote --- I'd like to see the Source engine. |
| .::Taboo::.:
not this dumb bullstuff again --- Quote from: Badspot on June 19, 2008, 04:40:10 PM ---I'm not going to update the loving engine ok? What the hell is wrong with you people. --- End quote --- --- Quote from: Badspot on November 02, 2007, 06:31:50 AM ---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. --- End quote --- --- Quote from: Badspot on May 14, 2008, 11:26:15 AM ---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?). --- End quote --- --- Quote from: Badspot on November 26, 2007, 09:15:10 PM ---[...] not possible without engine modification and I'm not going to do it. --- End quote --- take a hint forgeters |
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