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What game engine suits this?

Started by March 13, 2014 07:33 AM
14 comments, last by jbadams 10 years, 10 months ago

Hey,

I've question about what game engine suits me.

??

-3D(AAA if possible)

-C++(Both c++ programming and scripting language(no other language))

-Network(I need it for my FPS online game)

-Doesn't matters whether DirectX or OpenGL

-Doesn't matter about the price but it shouldn't be revenue(which means no CRYENGINE)

-No Torque3D or open source engine( Open Source engine have too many weak parts, which at the end mess you up so please no open source engine thank you.)

-Windows, Mac and linux

-16 player support

-Acceptable polycounts

Thank You!


-Doesn't matter about the price but it shouldn't be revenue(which means no CRYENGINE)

CryEngine only has a revenue-sharing deal for the "free" version, aimed at indie developers with no money.

If you're a AAA developer, you can just pay for it up-front and not have to share revenue.

Same with Unreal engine. If you use the free/indie version (UDK) you get have to share revenue, but if you buy the AAA version (Unreal 1/2/3/4) then you just pay up-front.

There's the big ones, like CryEngine, Unreal, Source, IdTech, or smaller ones like Unigine, C4, PhyreEngine, etc...

How much money is "doesn't matter"? $100k? $500k? $1M?

[edit] As of today, you CryEngine is $10 per month per developer, with no royalties! Unreal 4 is now $20 per developer and 5% royalties!

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>.< (not full source code brother)

okay, around USD$20-30k(c++ thank you)

well thanks for the reply

PS: i don't want the game engine to run editor inside the game like C4 and torque( i don't know about uningine)

You're probably going to have to relax some of your requirements -- you're unlikely to get full source to a commercial, AAA quality engine with no revenue sharing and all of the features you want for US$30,000.

Have you actually investigated Torque3d in detail to see whether or not your assumption about "too many weak parts" applies? Were you aware that it was a commercial engine before it was open sourced?

Other than the editor running "inside the game" does C4 meet the rest of your needs and preferences?

In addition to the options listed by Hodgman you might also take a look at Leadwerks.

- Jason Astle-Adams

my ideas got a bit change

??

-3D(AAA IF possible)

-C++(Both c++ programming and scripting language(no other language))< most important one

-Windows, Mac and linux(web support IF possible)

-16 player support

-Acceptable polycounts

leadwerks have issues :http://www.leadwerks.com/werkspace/topic/8857-leadwerks-31-framerate-low/

low fps for no reason

torque 3d is too buggy

c4 engine editor running "inside the game" + crashes alot when 2 programmed opened together < not just me alot of people realized that

THANKS

The way you listed your requirements left me wondering, especially the "Open Source Has Weak Parts" part... How much experience do you have? Do you have released titles or are you an inexperienced developer planning ahead?

Your requirements are:

  1. Good Graphics;
  2. C++ and Scripting;
  3. Networking.

These 3 you could achieve with no engine, alone they wouldn't justify the acquisition of a AAA class one. Get DX and OpenGL and go.

Or you could list those OpenSource weak parts and contribute their respective fixes to whatever engine you want and use it (or even keep them closed source). In case you can't think of a fix to those weak parts, you should rethink whether or not they -are- weak parts.

Still, if you really want to license a big fish, specially in your case where "the price doesn't matter" (and you have the necessary 5~7 zeros in your account),

add to your list:

  1. All platforms you want it to run;
  2. Your Particle Technology requirements (collision? lighting?), [No, it is not necessarily included in AAA Graphics];
  3. Physics engine (need GPU?);
  4. Your asset pipeline requirements;
  5. Your Toolset/3rd party tools support requirements;
  6. Team development tools and version control;
  7. Whether you need features such as hot reload, advanced debugging...

I would advise you to list all those weak parts of the open source engines, and how they would affect your game. It will help you discern your real necessities and you'll make a more informed choice on your licensing.

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Another thing to realize -- and I mention it only because of the style of the post and that it is in For Beginners -- is that having the engine isn't enough.

Let us assume you are doing something with that kind of budget. Great.

You may have an engine capable of amazing things, do you have the designers to design the amazing things?

You may have an engine capable of rendering high quality graphics, but do you have the army of modelers necessary to create them?

You may have an engine capable of smoothly running complex animations, but do you have the animators to create them?

You may have an engine capable of communicating with many players through an automatically maintained communication mesh, but do you have the programmers who know what to keep in sync? Or the programmers who know how to implement the designs?

You may have an engine capable of running the game, but do you have the army of testers needed for that size of a game?

When a studio is spending $X0,000 or $X00,000 on an engine, it generally means they are spending TEN TIMES that much on full-time developers.

We became a team after college graduate.

We have experience in C++, DirectX, Networking, Visual.....(different people will do different thing)

There're 17 people(that's why USD$30,000 or more)

Our assets are ready to use <<<< been hanging around with lots of game engines

My team need acceptable game engine(we're gonna use it for more than 7years)

Cons

Irrlicht - it isn't full game engine

Blender - We've used blender for 1 year and found that the polycount is way too less, 1 light per scene, we can hardly put AI(it start lagging), No integrated networking (the networking is way too bad, you can hardly put 4 online player in a map, you need to lower down the polycount alot) and it's python.(everyone knows python sucks when it comes to 3D)

Torque 3D - Torque script(We can't learn new language, we've been using c++ for more than 7 years and we don't want to waste our knowledge).

S2 ENGINE - S2 scripts, no networking and the map size is too small.

Can anyone suggest a game engine to us, doesn't matters it's open source or not.

What game engine we want? ??

- C++ programming and scripting

- Networking

- Good graphics(We know graphics comes from Good Artist but the game engine need features too)(it don't have to be AAA.)

Thank You!

PS: for those who disliked the post i want to ask : Is asking a question wrong thing?I thought Gamedev forum is made for helping?Is my question so wrong, i just asked "what game engine suits this"?I did a crime or something negative?

In that case, the first post by Hodgman is probably the best list to work from.

All of those engines are full features, can be developed with C++, can be licensed up front without royalty payments, and otherwise can potentially meet your needs. They won't come cheap, but if they meet your needs it can take many work-years off the development time of a major game.

In that case, the first post by Hodgman is probably the best list to work from.

All of those engines are full features, can be developed with C++, can be licensed up front without royalty payments, and otherwise can potentially meet your needs. They won't come cheap, but if they meet your needs it can take many work-years off the development time of a major game.

Thank You! frob

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