GODOT should work on a weaker PC, you would need to implement your own content streaming for a large open world though.
I Need An Older Open World Engine
23 hours ago, Infinisearch said:This is not clear, If you're using a video card which one?
I would take a look at Irrlicht if I were you. It has a novel "scene node" system that is extendible. It might be helpful in implementing asset streaming if necessary.
edit- also whats the clock speed of your core 2 cpu?
it's 2ghz and the chipset is my video card also tried jmonkey it wasn't working well
12 hours ago, jbadams said:GODOT should work on a weaker PC, you would need to implement your own content streaming for a large open world though.
thank you for the suggestion
Just so you know the GMA 950 in your chipset doesn't have hardware vertex processing. Aka hardware T&L and/or hardware vertex shaders. Without it your CPU does all the vertex processing, thats why everything is so slow. My core2duo was also 2ghz but I had a decent little video card that was included with the computer and things ran well enough. I don't mean to be that guy but I think you should at least upgrade your video card if you can (is it a desktop or laptop)... otherwise I think you're not gonna be able to make an open world game unless you make a lot of big sacrifices. But again look into Irrlicht it might just work for you, it even includes two software renderers.
-potential energy is easily made kinetic-
12 hours ago, Infinisearch said:Just so you know the GMA 950 in your chipset doesn't have hardware vertex processing. Aka hardware T&L and/or hardware vertex shaders. Without it your CPU does all the vertex processing, thats why everything is so slow. My core2duo was also 2ghz but I had a decent little video card that was included with the computer and things ran well enough. I don't mean to be that guy but I think you should at least upgrade your video card if you can (is it a desktop or laptop)... otherwise I think you're not gonna be able to make an open world game unless you make a lot of big sacrifices. But again look into Irrlicht it might just work for you, it even includes two software renderers.
it is a laptop but in the meantime i am making a side project, i'm getting the impression that i should wait until i get home and use my low-mid end gaming computer so i can run a decent engine like ue4. Thanks a lot for the help though! still enjoy the suggestions i am creating a list of engines i could use.
You could always work on the non-graphical portion of the game if you still want to do something. If I were you I'd work on the 'LOD' involved with the AI and the AI itself. Of course it would help if you knew what language you'd be working in but you could always port it over if necessary. Also having a clearer picture of game rules and balancing will also help you implement something quicker. You could always prototype the whole thing in 2d with place holder art so you don't have to put to much work into it. The only problem with that would be if you had flying in it. But again for open world games AI and the 'LOD' associated with it will in most cases be implemented by you. The reason for this is because a computer can only simulate like twenty to a couple of hundred of AI entities at once depending on the power of the PC and how intricate the AI is. So you'll need to activate and deactivate AI entities depending on relevance in order to get good performance. This can be as simple as something such as if distance less than 100 then or something a lot more complicated.
-potential energy is easily made kinetic-
http://irrlicht.sourceforge.net/
More than enough to make a morrowind clone. It is only the render engine part but has everything you need for morrowind.
Uses C++ works well with other libraries. It's code only but easy to make a editor for.
Uses Python, a very easy to learn language, is a bit old but has everything you need. Can do more out of the box than Irrlicht and actually beats Unity in performance; just doesn't have all the bells and whistles.
It's code only.
Most of the engines that can run on old computers will be code only, that is why they don't have a problem running on old devices; as you don't need a resource heavy editor.
On 1/3/2018 at 1:00 AM, Dusty Cane said:I'm not being rude in the slightest but i've said this before, I HATE UNITY,
Yea me too, but Unity does a lot of the work for you and even if it's a hateful engine it will still allow you to do more than the smaller engines.
The reason it's the most common engine is because it's the easiest to use; using a other engine will give you much more pains to deal with.
1 hour ago, Scouting Ninja said:It's code only but easy to make a editor for.
What about Irredit: http://www.ambiera.com/irredit/
It's even link from the Irrlicht website: http://irrlicht.sourceforge.net/?page_id=279
1 hour ago, Scouting Ninja said:More than enough to make a morrowind clone. It is only the render engine part but has everything you need for morrowind.
I had suggested Irrlicht to him also but wasn't sure... it doesn't have asset streaming built-in AFAIK.
-potential energy is easily made kinetic-
32 minutes ago, Infinisearch said:I had suggested Irrlicht to him also but wasn't sure... it doesn't have asset streaming built-in AFAIK.
Sorry, I just skimmed the topic so I missed that.
Yes Irrlicht doesn't have the bells and whistles either but if a person is willing to learn they can add it in easily. Irrlicht in fact could be better because a developer could focus in the kind of asset streaming needed for the game, instead of using a all purpose streaming function.
The large side effect that Unity and Unreal has is that they are made for most games instead of just one type of game. Lot's of unnecessary overhead and bloated tools.
38 minutes ago, Infinisearch said:What about Irredit: http://www.ambiera.com/irredit/
That actually looks good and it can be extended.
Honestly after the poor tools that is packaged with Irrlicht I always ended up making my own tools, but that editor looks to have the basics.
The key to making a game with Irrlicht is to make only what the game needs and to use what you can get, it's not worth it to spend years building tools; unless you like building engines more.
1 hour ago, Scouting Ninja said:Honestly after the poor tools that is packaged with Irrlicht I always ended up making my own tools, but that editor looks to have the basics.
You mind if I ask what you made with Irrlicht? I only played with it a little, but decided I wanted to roll my own.
-potential energy is easily made kinetic-
1 hour ago, Infinisearch said:You mind if I ask what you made with Irrlicht?
Lots of things, that is the nice thing about being a artist:
It was my first engine, back when it was one of the best free engines; Unity was free then but only the older version and had lots of restrictions. I use to do voxel engines back then; but for medical use. Also made some mining simulation software with it, that was actually the project that ended my programming career.
I mostly use it for small browser based games, the kind you see on game websites. These are often Freelance work I do for extra funding for my own game projects.
My last three projects that involved Irrlicht was my own attempt at a visual novel, a racing game for browsers and a browser FPS that never got published because the team folded.
It's still a very active part of many custom engines and a good light weight choice.