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| | #16 (permalink) |
| NCAAB Guru Join Date: Mar 2005 Location: San Francisco
Posts: 1,173
+10 Internets | Sorry, I haven't. We've got a good team and partners at this point so we're fairly locked into our tech. Looks interesting for the price, but without a test drive it's hard to know anything about an engine. I find it's difficult to sit down by myself and 'test' an editor - it requires a team with a project to really understand the features and limitations. However, it is nice to see someone making a product in the sub-$500 price range for teams who can't afford some of the pricier options, but has outgrown the free engines of the world. |
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| | #17 (permalink) |
| Registered User Join Date: Jan 2004 Location: FL
Posts: 17
| info on HERO engine Ok, i also looked into the HeroEngine, as it looks awesome! but be warned this is NOT for the amature dev. here is the info i got on HERO when i investigated it, it aint for those without DEEP pockets.... so i quickly abandoned this plan, but i will share my findings the contact is Elizabeth Harris" License Plan License Fee Royalty Annual Support Term Basic Small Team $250,000 20% $75,000 Single title Perpetual Basic Large Team $500,000 10% $150,000 Single title Perpetual Source Code Upgrade to B +250,000 +2.5% +$100,000 Single title Perpetual Prototype $25,000/quarter plus $2,000 per seat beyond 10 n/a n/a 3 quarters max Royalty buy-down is available. Increase the license fee by $50,000 for each 1% reduction in the royalty rate.
__________________ Yalammar "The Gameless" |
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| | #18 (permalink) | |
| You pussies can -interwebs better than that. Join Date: Jan 2003 Location: Earth
Posts: 3,044
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| | #19 (permalink) |
| Fuckin' 07er Join Date: May 2007 Location: Philly
Posts: 750
+11 Internets | Blade3D was just released a few weeks ago. A slick IDE for XNA, we've been using this engine for the last year or so, and in even in prerelease form, was a solid engine. We could give it to the art and design guys, and they could see their work in real-time, as it's mostly a WYSIWYG interface, at the same time not limiting the programmers ability to code. The devs are all top notch and their pricing plan is on a month to month basis ($14.99 for the casual developer, lifetime 15% off if you get a subscription before end of the year) rather than sinking a ton of cash from the get-go. All throughout beta, the developers at Digini were answering our emails and IMs, helping us use their engine, and they really wanted to make a badass interface. I sound like a total shill right now, but whatever. This is a sick next-gen engine, easy to use for a guy who knows some code and can make models to crank out a prototype in a week, and robust enough to support a full game. |
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| | #20 (permalink) |
| Cracker ass cracker Join Date: Nov 2004 Location: Cave
Posts: 652
| Crytek's CryEngine 3 to Debut at GDC - Shacknews - PC Games, PlayStation, Xbox 360 and Wii video game news, previews and downloads cant wait to see what they have
__________________ Waiting for [mmo name] to save us from [last mmo we were waiting for] |
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| | #21 (permalink) | |
| Registered User Join Date: Oct 2003 Location: Hampton Roads, VA
Posts: 146
+1 Internets | Quote:
basically, I have ideas and would love to get a prototype up. Something I could probably use for a few months? It would be awesome if they had some sort of demo/trial.
__________________ Dinaek Groffgar - 50 Paladin - Antonia Bayle Dinak - almost 80 Shaman - Thorium Brotherhood Alarion's Cube Very-infrequently updated blog | |
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| | #22 (permalink) | |
| Fuckin' 07er Join Date: May 2007 Location: Philly
Posts: 750
+11 Internets | Quote:
When I used it about a year ago, the asset pipeline of getting models with animations in it was a bit of a hassle, but this is coming from Maya. I heard it's much easier with 3DS Max (DX) and especially now, but haven't tried it personally. But if you have the models, you can easily import them in, slap on some textures, put on some pre-made "components"* and get rollin'. *The components they have out of the box are like, "character controller" (just drop this on an object, and you can control it with AWSD), camera following, animation components, I think they have like a projectile component, things like that. These things won't work for everything, but for a quick game design concept, they're not that bad with some tweaking. You can also make your own custom components and pop them on objects (pretty similar to a class in C#) | |
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| | #24 (permalink) |
| Registered User Join Date: Apr 2002 Location: Oslo
Posts: 527
+2 Internets | There's pygame - python game development, though this isn't so much a recommendation as a pointer to its existence since I've never used it. |
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| | #25 (permalink) | |
| is a little tea pot. Join Date: Jan 2004 Location: Carlsbad CA
Posts: 6,465
+75 Internets | Quote:
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| | #26 (permalink) |
| Torchlight. Monster smash go! Join Date: Sep 2005 Location: Hiding from the minotaurs
Posts: 204
| There's a Python interface to OGRE, though I don't know what version or the like as I've never really done anything with python. |
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