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The golden pot › DEV › Maps, Models and Mods › Engine Suggestions
Engine Suggestions
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W1ZrD
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PostPosted: Fri Aug 31, 2007 4:20 am    Post subject: Engine Suggestions Reply with quote

Again, using ioquake3 would be a quick and easy way to go, but still we have alternatives and discussions around this until we decide upon a good engine, this is one of the suggested ones.

I also read somewhere that Blender, GTKRadiant and Crystal are tightly integrated and makes work 10 times easier.
This movie shows basic lightning in the engine and it was all done in 1 week, building it from scratch. Amazing!


Next post will show some elements of the engine dynamics.

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AllegedlyDead
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PostPosted: Fri Aug 31, 2007 4:38 am    Post subject: Re: Engine Suggestions Reply with quote

I found that video awfully painful to watch. I stopped about three-quarters of the way in.

That lighting isn't impressive. It's the same type of lighting that we see in most games. Unless I missed something, this engine isn't impressive through the video you gave.

If you were to post a video of some kickass bump+normal map stuff with lighting and it looks impressive, then I may consider it. Other than that, I'm gonna say "Nay" on this.

We cannot choose an engine just on the fact that it makes it easier for everyone. Hell, sometimes easy comes hard, and vice versa.
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PostPosted: Fri Aug 31, 2007 4:42 am    Post subject: Re: Engine Suggestions Reply with quote

This is a few examples of engine dynamics:

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PostPosted: Fri Aug 31, 2007 4:45 am    Post subject: Re: Engine Suggestions Reply with quote

AllegedlyDead wrote:
I found that video awfully painful to watch. I stopped about three-quarters of the way in.

That lighting isn't impressive. It's the same type of lighting that we see in most games. Unless I missed something, this engine isn't impressive through the video you gave.

If you were to post a video of some kickass bump+normal map stuff with lighting and it looks impressive, then I may consider it. Other than that, I'm gonna say "Nay" on this.

We cannot choose an engine just on the fact that it makes it easier for everyone. Hell, sometimes easy comes hard, and vice versa.
I like the fact that the torchlights actually are torches flailing and not some screwed up spot-light like lightbulb glued in to a torchholder.
What was amazing with the video is that the developer created everything in it within 1 week. I haven't tried to compile the engine myself so I don't know anything of how it works in virtual real life yet :)

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PostPosted: Fri Aug 31, 2007 4:51 am    Post subject: Re: Engine Suggestions Reply with quote

The unofficial sequel to Outcast uses the Crystal engine, and you can download a tech demo of it here: www.openoutcast.org/en...hdemos.php



oa_bases skyline 4 ever!

[edit: Just found that PlaneShift is another game using the Crystal Engine]

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PostPosted: Fri Aug 31, 2007 4:57 am    Post subject: Re: Engine Suggestions Reply with quote

That physics demonstration... I go to their site and they say they have merged with AGEIA. Is it really part of the engine or is it an external thing actually coded to work with the engine? It would be a disappointment if it was external because the AGEIA physics require a driver to be installed nowadays.

And on a completely different note, I found a really good video demonstrating Darkplaces shadows and lighting. Find it to be quite interesting considering the video information.

Quote::
Re-uploaded for quality and that damn AIM sound at 1:46.

Quake Promo Demo for M3 Lanfest in Manhattan (1997)

ReCammed in Darkplaces Quake Engine.
songs...
Mortal Kombat Theme
Filter - Hey Man (Nice Shot)
House of Pain - Jump Around

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PostPosted: Fri Aug 31, 2007 5:46 am    Post subject: Re: Engine Suggestions Reply with quote

And yet another clip showing the power in the engine, this time it's bump'n'shade:


[edit:download the clip instead, the youtube compression doesn't do it justice]

www.crystalspace3d.org...ghting.avi

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PostPosted: Fri Aug 31, 2007 5:53 am    Post subject: Re: Engine Suggestions Reply with quote

* AllegedlyDead drools all over above video

Ehem. That's the kind of stuff I'm looking for. Although, it looked Doom 3-eqse, it is still something to consider.
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PostPosted: Fri Aug 31, 2007 5:53 am    Post subject: Re: Engine Suggestions Reply with quote

And the last video, I promise :)

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PostPosted: Fri Aug 31, 2007 6:21 am    Post subject: Re: Engine Suggestions Reply with quote

W1ZrD wrote:
And the last video, I promise :)
I LIED!!!!
Here is a demonstration of the Crystal Engine ragdoll physics, personally I love ragdoll, makes it even more fun to shoot corpses :)


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PostPosted: Fri Aug 31, 2007 6:25 am    Post subject: Re: Engine Suggestions Reply with quote

Not very organic like physics. But they have the gravity down. Not too bad.
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PostPosted: Fri Aug 31, 2007 6:30 am    Post subject: Re: Engine Suggestions Reply with quote

What we need to establish is not only what looks good, plays well and smells nice but also if there are other options out there.
I found nice independent article while reading up on Crystal.
I've come across Ogre a few times already but I thought I'd wait and take one engine at the time :)

Read this, it's very informative:
www.arcanoria.com/CS-Ogre.php

And now I'm off driving miss daisy..

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PostPosted: Fri Aug 31, 2007 9:54 am    Post subject: Re: Engine Suggestions Reply with quote

icculus.org/twilight/d...24kbit.avi

&

icculus.org/twilight/d...agdoll.avi

are two videos from beta testing Darkplaces engine

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PostPosted: Fri Aug 31, 2007 1:21 pm    Post subject: Re: Engine Suggestions Reply with quote

Sun's "Project DarkStar" was openly open sourced last night

blogs.sun.com/ChrisM/e..._gone_open

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PostPosted: Tue Sep 04, 2007 12:02 pm    Post subject: doom3 engine Reply with quote

ok, this is a bit of an odd suggestion, but how about using the doom3 engine?

i know it's not gpl yet, but carmack said here "I mean I won't commit to a date, but the Doom 3 stuff will be open source."

there are massive advantages to working with the doom3 engine compared to some of the other engines that have been mentioned. it's multiplatform, massively popular and there is a huge community of people making maps and models for it already.

i reckon the best way handle this would be to start the project as a gpl mod for doom3. we could add maps and replace weapons, character models and textures.
eventually we could reach the point where there would be enough material that we would have a total conversion. then when doom3 is released it would be a complete gpl game.

once the project takes off there is a good chance that members of the doom3 modding community might be willing to donate their work to the project.

what do you reckon?
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