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| I MAEK ART!! Join Date: Jan 2004
Posts: 1,554
+28 Internets | I just so happen to be in a rather unique position to give some basic thoughts on both the CRYENGINE2 Sandbox editor and the Unreal 3.0 engine. I am currently doing modeling work on the Mechwarrior:Living Legends full conversion mod which is using the Cry2 engine, and I also work at a school that uses the Unreal 3.0 engine. So far my general thoughts are that the Cry2 engine is incredibly more deep in terms of where you can take the technology, whereas Unreal 3 just built upon the very excellent and versatile Unreal2.5 core and added a few bonuses (per-pixel lighting, HDR support). What really swings the contest in favor of the Cryengine is the liberal use of voxels. For those that have no idea what I am talking about, a voxel is basically a 3D pixel that generates volumes based on it's relation to other voxels in a 3D space. If that went over your head, just think of an ice-cream scoop taking a chunk out of space. The ice-cream scoop is a voxel(or made up of many voxels). Why is this so cool? In the past, if you wanted to create an interior environment through any sort of generated terrain, you need to create a mesh in a 3D program and use that shape to cut out your interior from the terrain. With voxels, you can simply designate two spots, and using a multitude of variables in the engine itself, create your interior environment on the fly. In the Cry2 engine, this generates all the needed height-maps and texture splitting with no need to modify the terrain after the fact. Very handy. One of the other bonuses from the Cry2 engine is support for advanced lighting techniques like subsurface scattering. Think light through a semi-transparent glass and the shadows/highlights it generates. As far as I know, the only way this can be done in Unreal3 is using the old shadow map fakery. If you got any questions about the work flow or anything else let me know. If I don't have the answer right away I have tons of people working with both engines that will. |
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| | #3 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,526
+3 Internets | excellent, thanks! Those are the 2 engines I was thinking of playing with next, though they seem to be purely graphical engines, so there's definitely room for other options depending on needs. One of the things I look at is what sort of art libraries do they come with. Not being a great artist myself I tend to just play with what they come with to create stuff. |
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| I MAEK ART!! Join Date: Jan 2004
Posts: 1,554
+28 Internets | Quote:
Tons of models, textures (advanced shaders and particles as well) and all the support files. I was thinking about doing a "how to model simple game assets" thread here as soon as I get some time. | |
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| | #5 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 253
| voxel bring back good memories. anyone remember outcast or comanche? those games were so advanced for their time: outcast, 1999 comanche: maximum overkill, 1992 enough with the derail. that mechwarrior mod looks pretty promising, would be nice if you could give some updates on the progress ![]() would love to join a mod like this, but i should probably get a machine that can run crysis first:P Last edited by kollos : 12-14-2007 at 04:22 AM. |
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| | #6 (permalink) |
| I MAEK ART!! Join Date: Jan 2004
Posts: 1,554
+28 Internets | I would like to give updates here but I need to check with the leads first. NDA and all that. There is a monthly newsletter that gives a good indication however. |
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| | #7 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,526
+3 Internets | Seems like XNA 2.0 has been released - XNA - Anyone had much experience creating anything with it? Seems like making a console friendly is the cool thing to do these days. |
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| | #8 (permalink) |
| euro scum Join Date: Aug 2002 Location: Sweden
Posts: 700
+1 Internets | For Java developers there is Home - jmonkeyengine.com which is a SceneGraph API for Java. Tried it myself some, and while I can't compare to the crysis/unreal monsters, it's pretty good. |
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| | #9 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,526
+3 Internets | This is off topic, but I thought I'd suggest something for those who might want to do more in the future... Panda3D Manual Panda3D is an actual game engine that's been used to create games. It's freely available and it allows one to skip some of the lower level stuff, if you really want to get more advanced. Obviously, it requires more knowledge and it uses Python, but just something to consider in the future, perhaps. |
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| | #10 (permalink) |
| Fun is not annoying. Join Date: Nov 2004 Location: Pluto
Posts: 215
+1 Internets | HeroEngine >> The Ultimate MMO Platform I have no experiance with this engine, hope to soon, but "real time" editing while on a live server is pretty awesome. I noticed some other engines require you to patch the entire server to make any adjustments. Not to mention most of the tools seem pretty friendly to a "beginner". I'll post more info later once I get into it deeper.
__________________ Noah Forever Interactive |
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| | #11 (permalink) | |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| Quote:
Would be interested to see what Bioware does with it with their new MMO | |
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