Re: The PR team is going to use the C4 Engine
Posted: 2010-03-14 08:08
try and get the frostbite engine, that would be ausome
and how you change avatar and sig in forums
and how you change avatar and sig in forums
Frostbite has no mod tools or developer licenses for sale and even if it did it'd be far out of PR2's budget.Niceguy00007 wrote:try and get the frostbite engine, that would be ausome
https://www.realitymod.com/forum/usercp.phpNiceguy00007 wrote:and how you change avatar and sig in forums
... or our requirements.Snazz wrote:Frostbite has no mod tools or developer licenses for sale and even if it did it'd be far out of PR2's budget.
maarit wrote:just one thing what i wondered...
arma2 engine is lot better than bf engine.
so i think that there is good change that arma/prmod will be uber good.
but,what im thinking that how much this gonna make pressure to the pr2 devs?
i mean you have to make ALOT work that you can beat the arma2 mod.
i suggest that you guys make arma2 mod a bit crappy that pr2 is then uber good and no one is dissapointed.
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Is there no plans for destructible terrain/buildings in PR2 then?[R-DEV]Z-trooper wrote:... or our requirements.
Sure its fancy with all that destructibility, but that stuff takes up network resources - and thus drastically limiting potential max players in a game.
Some MMORPGs use multiple servers to deal with the amount of information being processed. Interestingly, if I'm correct, Hellgate: London used something they called "shards". They were each separate servers which supposedly worked in tandem to support the full load of thousands of players. You only had to connect to one server and the game automatically took care of you. I don't expect the C4 version of PR to have that capability.Celestial1 wrote:The simple fact of having 100+ players sending and receiving data to and from the server would affect max player count.
It might be able to have 300+ players on at once, but if all those players are running at what feels like 1 fps, it's not going to work.
I think we should have a cluster for PR like they have for EVE. 1 Big server for everyone!doop-de-doo wrote:Some MMORPGs use multiple servers to deal with the amount of information being processed. Interestingly, if I'm correct, Hellgate: London used something they called "shards". They were each separate servers which supposedly worked in tandem to support the full load of thousands of players. You only had to connect to one server and the game automatically took care of you. I don't expect the C4 version of PR to have that capability.
Yes, and you'll be happy to pay $100USD for the game to allow us to pay for those servers?Feriluce wrote:I think we should have a cluster for PR like they have for EVE. 1 Big server for everyone!
This is slightly outside the scope of the FAQ, so this is in no way an official announcement or anything of the sort - but obviously we'd like destructible static objects ingame as a minimum, and some level of deformable terrain would be nice as well. To what extent that's possible and practical depends in terms of bandwidth and computational requirements, and is very much a wait-and-see.Feriluce wrote:Is there no plans for destructible terrain/buildings in PR2 then?
Thanks for the link. Very interesting presentation.Feriluce wrote:
Anyway, I found this little presentation that was done last year: Silicon Valley IGDA ยป Terathon Software, Eric Lengyel
Heh, a huge battlefield would be great fun, although it depends a lot on how popular it would be since servers are expensive ^_^.Feriluce wrote:I think we should have a cluster for PR like they have for EVE. 1 Big server for everyone!
The source code to the Frostbite engine would be insufficient?[R-DEV]Z-trooper wrote:... or our requirements.
How could it be changed? We couldn't magically make the engine's workload when calculating that kind of action/event any less.Snazz wrote:The source code to the Frostbite engine would be insufficient?
I'm familiar with the destructibility vs player number matter, but I imagine that could be changed if you had a license.
Anyway it's just theoretical and extremely unlikely to happen.
I wouldn't mind paying 100$ (Less than I paid for the WAR CE) if PR were made into a MMOFPS type game with a persistent world.[R-DEV]Masaq wrote:Yes, and you'll be happy to pay $100USD for the game to allow us to pay for those servers?![]()
I dont know how the frostbite engine works obviously, it could be possible to optimize/change the algorithms used.[R-DEV]Masaq wrote:How could it be changed? We couldn't magically make the engine's workload when calculating that kind of action/event any less.
I gotta admit I wasn't too impressed with the engine when I heard about it initially, but the more I research it the better it seems. Also seems like its in continuous development, and looking at the forum it seems like the dev is very involved with the community around the engine as well.[R-DEV]Masaq wrote:Exactly... even assuming that we could get a Frostbite or Frostbite 2 license (which we couldn't - we simply can't afford it and we're not willing to raise that kind of money from private investment, which would almost certainly require us to compromise on the kind of game we want to make - and, iirc, DICE aren't selling licenses for Frosbite/FB2 to third parties yet), then why sit down and go through the nightmare of having to force an existing platform to fit our needs?
Especially when there's a platform available for virtually peanuts (in game development terms) that we can use, that will support an awful lot of what we need right out of the box, and that includes a ton of optimizations and efficient code that will won't require us to re-engineer vast chunks of the engine?
Nuh-huh, C4 is the way we're going for very good reasons.
Whats the difference?xatu miller wrote:The only good thing about frostbite is the pwetty rendering and destructible terrain. Both of which can be created in c4 engine too, of course if you take up the task. I am less worried for the engine part but rather the establishment of teamwork in the game.Will it be REAL team work or will it be forced and set for game play.