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Engine

Suggestions for what Wasteland 2 should or could include.

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Re: Engine

Postby geezer » March 14th, 2012, 3:51 pm

FIFE seems to be LGPL. Doesn't that mean that it can't be used in a commercial, closed source, for-profit project? That basically puts it in the same category as GemRB, which may or may not have better graphics.
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Re: Engine

Postby enderandrew » March 14th, 2012, 3:51 pm

maxztt wrote:Now I'd like to know which features the FIFE is lacking in your opinion.

I looked at FIFE very seriously when I was considering resurrecting my Fallout mod project I wanted to do.

1. It is a 2D engine. It is better to do emulate 2D in a 3D engine (like New Super Mario Bros) than try to fake a 3D feel in a 2D engine.
2. It doesn't support audio other than Ogg Vorbis
3. No physics engine
4. Exceedingly basic pathfinding. I want clever enemy AI.
5. Exceedingly basic lighting
6. Only supports a handful of resolutions
7. Isn't ported to many platforms (no Mac, no iOS, no Android, no consoles)
8. Little to no shader support
9. Archaic UI tools

Seriously, what features does it have when compared to any other modern engine? Compare it to this:

http://unigine.com/products/unigine/

I think people calling for FIFE are doing so because they want to evoke classic gameplay. You can do that as well with a 3D engine, and do it even easier.
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Re: Engine

Postby maxztt » March 14th, 2012, 3:59 pm

geezer wrote:FIFE seems to be LGPL. Doesn't that mean that it can't be used in a commercial, closed source, for-profit project? That basically puts it in the same category as GemRB, which may or may not have better graphics.


Seriously people, how hard is it to check your facts before posting?
I'm getting tired of constantly having to correct the same wrong statements over and over again.

The LGPL is more liberal than the GPL. E.g. the LGPL lets you use the code, without having to contribute back and so on. (under the terms of the license of course)
The LESSER-GPL (LGPL) was called to life so that it could be used for libraries, which then could be used in proprietary projects without those projects having to contribute their code. The library itself is protected by the GPL though. If you modify the code of the library, you have to contribute that. Not any of your other program code though.
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Re: Engine

Postby The Tallest » March 15th, 2012, 3:48 am

lacroix wrote:
TailSwallower wrote:Perhaps Torque3D? Chat to the guys at Iron Tower Studios and Double Bear about the changes/fixes they've been making to the engine for Age of Decadence and Dead State respectively and see if it'll work?


This.

This is how AoD looks:

http://img11.imageshack.us/img11/2386/shot01s.jpg


Ooh, I definitely like the look of the AoD engine. If Inxile could get their hands on that it'd be pretty sweet. Of course, if they xould build their own engine given the budget that'd be cool too.
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Re: Engine

Postby Wanderer » March 15th, 2012, 4:05 am

Slightly off-topic, but still very interesting video:
http://penny-arcade.com/patv/episode/gr ... aesthetics
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Re: Engine

Postby yezu » March 15th, 2012, 4:12 am

I strongly doubt the any new FLOSS engine will be used (like gemRB, FIFE or Spring) although they are very good they are not mature and powerful enough for such project. Maybe ioQuake3 or ioDoom3 eninges, maybe Ogre3d? They are mature and have good set of tools already created...

But I'm sure that a proprietary engine will be used and because inXile promised OSX and Linux support, UDK/UE3 and Unity are out of the question. I really believe that Ungine is a good choice, great quality, good price.

Also I wouldn't be surprised if inXile turned to Bioware for their Aurora engine (at least for one of the derivatives). The thing is that the renderer is not everything and most game engines focus on rendering. A good RPG engine is much more and obtaining one would definitely be useful in developing Wasteland 2. After all CD Projekt RED took Aurora and rewrote the whole renderer from scratch.
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Re: Engine

Postby Licaon_Kter » March 15th, 2012, 5:24 am

If they get Unigine... :twisted: http://unigine.com/products/unigine/showcase/ -> they'll get Windows/Linux/Mac OS X/PlayStation 3/iOS/Android support which means DirectX9/10/11 & OpenGL & 3D Stereo in DirectX (via 3DVision or HD3D ) and 3D Stereo in OpenGL but only Anaglyph.

Man I wish they get Unigine :mrgreen:
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Re: Engine

Postby LoneWolf » March 15th, 2012, 6:30 am

Don't know how about you, guys, but i personally like this 3D engine from "Troika Games" Untitled Post-apocalyptic RPG - http://www.youtube.com/watch?v=xzYmQyHl2bc.
What do you think?
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Re: Engine

Postby enderandrew » March 15th, 2012, 6:55 am

LoneWolf wrote:Don't know how about you, guys, but i personally like this 3D engine from "Troika Games" Untitled Post-apocalyptic RPG - http://www.youtube.com/watch?v=xzYmQyHl2bc.
What do you think?

It is an unfinished, older engine. And Troika no longer exists. I'm not sure if they can buy the engine from anyone. But I certainly thought about that engine.
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Re: Engine

Postby Hiver » March 15th, 2012, 8:00 am

LoneWolf wrote:Don't know how about you, guys, but i personally like this 3D engine from "Troika Games" Untitled Post-apocalyptic RPG - http://www.youtube.com/watch?v=xzYmQyHl2bc.
What do you think?

A thing of beauty indeed, although that was just tech demo.

And Troika no longer exists, taking this beautiful thing with it.
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Re: Engine

Postby Wanderer » March 15th, 2012, 3:40 pm

Check this out. Apparently there is a re-forged version of the Infinity Engine! Probably the most successful RPG engine. (By the way, yes, modern Baldur's Gate remake is also coming.)

http://www.baldursgate.com/news/2012/03 ... d-edition/
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Re: Engine

Postby Scab » March 15th, 2012, 5:38 pm

Unigine looks nice. Seems versatile. Maybe a bit overkill here though?

The AoD engine (modified Torque3D, was it?) looks nice enough.

Touched up Infinity Engine seems an interesting prospect.

Fargo & Co don't seem foreign to developing their own. 'Guess we'll be seeing some samples later on.
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A good game engine!

Postby Odd144 » March 16th, 2012, 2:53 am

Nothing Diablo 3 like but something in the line of Torchlight, came across this engine Unigine, don't know how much it would cost to lease but it already is a multi platform engine and looks like it could serve a Wasteland 2 game very well, link below:

http://unigine.com/products/unigine/showcase/
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Re: A good game engine!

Postby Aarionn » March 16th, 2012, 3:05 am

Hmm don't know. It looks to "new" to me... somehow flashy and cartoonish...

and there is already engine thread with 9 pages. please post there

viewtopic.php?f=7&t=62
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Re: A good game engine!

Postby PiPboy » March 16th, 2012, 4:44 am

Torchlight used a heavily modified version of the Ogre3D engine. Which is a free open sourced engine. Not the unreal engine.
http://www.ogre3d.org/

But personally i wouldn't want that kind of style as Torchlight because I don't think it can show the ambiance.
I wouldn't want clay animation like the original fallout series.

I would want something personally Semi - Cartoonistic style \ realistic style. Like the Art Style of Rage and Borderlands.
Or even the Bastion art style was nice. But instead of bright colors, use a dark palatte and bring life to it.

What ever the art style it should make it easy to mod, and create new things for it.
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Re: A good game engine!

Postby Odd144 » March 16th, 2012, 7:55 am

PiPboy wrote:Torchlight used a heavily modified version of the Ogre3D engine. Which is a free open sourced engine. Not the unreal engine.
http://www.ogre3d.org/

But personally i wouldn't want that kind of style as Torchlight because I don't think it can show the ambiance.
I wouldn't want clay animation like the original fallout series.

I would want something personally Semi - Cartoonistic style \ realistic style. Like the Art Style of Rage and Borderlands.
Or even the Bastion art style was nice. But instead of bright colors, use a dark palatte and bring life to it.

What ever the art style it should make it easy to mod, and create new things for it.


Anyone know how much Torchlight cost to make in total?
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Re: A good game engine!

Postby Licaon_Kter » March 16th, 2012, 8:12 am

Aarionn wrote:Hmm don't know. It looks to "new" to me... somehow flashy and cartoonish...
That's just in the art style and design of those specific projects, they can make it as toned down and realistic as they wish for W2 anyway.

/damn edit
and there is already engine thread with 9 pages. please post there
viewtopic.php?f=7&t=62[/quote]
Did you just post a link back to this topic? WHY!?
/edit sorry figured it out afterwards
Last edited by Licaon_Kter on March 16th, 2012, 8:16 am, edited 2 times in total.
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Re: A good game engine!

Postby Aarionn » March 16th, 2012, 8:13 am

Licaon_Kter wrote:
Aarionn wrote:Hmm don't know. It looks to "new" to me... somehow flashy and cartoonish...

and there is already engine thread with 9 pages. please post there

viewtopic.php?f=7&t=62

Did you just post a link back to this topic? WHY!?


there was separate thread that was merged with this by moderator. peace m8.
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Re: Engine

Postby geezer » March 16th, 2012, 8:24 am

Unigine has already been mentioned. It's cross platform and the basic SDK at least is affordable at only around 30k and it clearly supports the kind of photorealism that you might get in a Crytek game. So what's not to like? The only problem would be whether it can support turn-based RPG style gameplay and what the cost would be for the source code itself because I assume it would need to be modified to be used in a game like this. It does seem to be able to do isometric perspective though. See the screenshots on the main page. That dragon for the heaven benchmark is stunning. 3D art can really be amazing these days. I wonder how much of that is owed to applications like Mudbox and Zbrush.

I've never played Torchlight. I'm not a fan of Diablo clones, but the Ogre3D engine looks pretty capable. I don't care for the cartoonish art direction of the screenshots I just looked at, but I don't think that has anything to do with the Ogre3D engine. Isn't Ogre3D also C based? That's an advantage. Some engines like Leadwerks are based on slow scripting languages which might really raise the system requirements of the game unnecessarily.
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Re: Engine

Postby PiPboy » March 16th, 2012, 8:30 am

I don't know much details about the Ogre3D engine.
But I know their is some special clause that if you use the engine you need to provide the code later on for the community.
But I heard they are changing their licensing policy.

I haven't followed news on Ogre3D in a long time. But yes it does use C++ that i know.
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