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re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 02:06
by VRV
Yang Xangai wrote:Think about what we see in PR. We see: dense forests and long deserts. Now think these features REALLY dense and long. CryEngine 2 can do this, I'm about to see other engine capable to do almost real forests than CryEngine 2 and very long deserts with a huge LOD.

And all this reacting with the player, that has a exoeskeleton that react with the leaves of trees, and surface obstacles. Ah, and yes, those well done explosions.

So I vote to CryEngine 2, in the future, everyone will able to play in this engine without suffering with low fps. Think about CryEngine2 in 2007 and think about it now and in the future.

I agree, CryEngine in my opinion is another very good and new.

http://br.youtube.com/watch?v=ACQW8iVCbhY

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 02:07
by Wicca
I do not have any experience in game engine development. But I once did some research on it and gave up because it seemed to be a tremendous task to handle with limited resources and time.

From your post, it seems the best strategy would be to go through some game engine development process documentations and case studies and follow their footsteps. If you did your homework, you already know that building a standard game engine is no spare time job for a lone programmer. You will need a dedicated and enthusiastic team of developers and state of the art hardwares.

As this article points out at:
[http://www.gamasutra.com/features/20001 ... l_pfv.htm]

Quote:
You've developed an object viewer, a Quake-level viewer, a radiosity renderer and a patch tessellator. You know 3D math, OpenGL and the 3DS file format by heart. Now you want to go further -- you want to use this knowledge to develop an entire engine.

Does this seem like a large task for you? Well let me tell you, it is. Anyone who has developed a complete game will agree with me. Many people give up or start over along the way. But there are a number of things you can do that will increase your chances of reaching your goal.


The process to develop a game engine would be as followed:
Rendering engine
Audio engine
Networking engine
Scripting system
Tools programming
AI engine
Physics engine


Perhaps, all the links to required resources can be found here:
[http://www.cyberloonies.com/]

The site looks clumsy but the links are good.


As I said, you should read some real documentation of the engine development process. Here are some open source game engines that you can check out to know how it goes.

Quote:
Wild Tangent
[]WildTangent - Corporate
The WildTangent Web Driver platform enables the creation of visually-rich, immersive, Internet-delivered games with advanced features and game play not found anywhere else online.

Genesis 3D
[http://www.genesis3d.com/faq.php]
Genesis3D is a real-time 3D rendering environment for all of your real-time 3D needs. With a large online community, free online forums, and many links to Genesis3D developers, you will find all the support and tools that you need to begin developing world-class, real-time 3D applications.

DarkBasic Professional
[http://darkbasicpro.thegamecreators.com/]
DarkBASIC Professional is the most advanced games development package built on the BASIC language currently available.

Macromedia Flash MX, and/or Macromedia Director MX
[http://www.macromedia.com/software] Use Macromedia Flash if you want to create rich content, user interfaces, and web applications that can be immediately deployed across all web browsers and devices. Use Director if you want to create rich content that includes real-time content that can be deployed to the web, and on kiosks and CDs, by using the Macromedia Shockwave Player.

Torque
[]PlanetTribes - A Member of the GameSpy Network
The Torque Game Engine is the engine that powers Tribes 2 developed by Dynamix. It is a full featured AAA title engine with the latest in scripting, geometry, particle effects, animation and texturing, as well as award winning multi-player networking code.

Quake II and/or Quake II.Net
[http://www.idsoftware.com/business/home/techdownloads/]
[http://www.vertigosoftware.com/Quake2.htm]
Id Software makes the Quake source code available from their site. QuakeII.NET is a port of the Quake II game engine to native and managed C++ under Microsoft Visual Studio .NET 2003. The code has also been extended to allow the display of radar of items in the Quake world.

BASS Sound System
[http://www.un4seen.com/]
BASS is a sound system for use in Windows software. It's purpose is to provide developers with a set of powerful yet easy to use sample, stream, MOD music, MO3 music, audio CD and recording functions.



Read the Game Engine Anatomy here:
[http://www.extremetech.com/article2/0,1558,594,00.asp]
- How to build a Game engine from scratch? :: Web development and technology forum.


Now, if the Dev team can learn this, or anyone interested in helping, we can make our own Engine.

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 02:08
by CodeRedFox
Wicca wrote: Also, cant we make our own Engine?
You cant really compare modding to creating an engine. The logistics behind it are took much work. As a free mod were are limited on what we can get. A few hundred dollars for a engine license is small hurtle compared to creating a engine.


This whole topic was brought up in responce to the wining prize for MOTY 2008:
https://www.realitymod.com/forum/f10-pr-general-discussion/51100-has-started-again-vote-pr-moty-2008-moddb-com.html

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 02:10
by Wicca
Well why stop there? Why not take it to the next level?

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 02:11
by Wicca
I think if we could mod the Massive Action Game, it would be sweet. As it seems it fits our needs perfectly, and i bet even more, that after a decade or two, we have 1000 players on one server.

Now that would be pretty cool wouldnt it?

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 02:21
by Hotrod525
GO VOTE PR THAT IS THE 1st PRIZE FOR MOD THIS YEAR

Barricade Feature Demo, built on Torque Game Engine Advanced on Vimeo

AN ENGINE !!!!!!!!! That look nice BTW !

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 02:26
by Wicca
What about the engine used for World in Conflict? What do you think about it?

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 02:38
by Hotrod525
Wicca wrote:What about the engine used for World in Conflict? What do you think about it?

WiC engine is not suited for FPS, and even less for Long Range Big Map. In WiC every thing is smaller, so that why that "look a little bit big" but infact its a 2M² map whit 1mm tanks on it.

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 03:06
by CodeRedFox
Wicca wrote:Well why stop there? Why not take it to the next level?
You front us the 1.5 million for research and I'm sure we can crank something out :-P

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 03:47
by bigpimp83
are you guys gona replace the engine?

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 12:10
by Mora
Yang Xangai wrote:Think about what we see in PR. We see: dense forests and long deserts. Now think these features REALLY dense and long. CryEngine 2 can do this, I'm about to see other engine capable to do almost real forests than CryEngine 2 and very long deserts with a huge LOD.

And all this reacting with the player, that has a exoeskeleton that react with the leaves of trees, and surface obstacles. Ah, and yes, those well done explosions.

So I vote to CryEngine 2, in the future, everyone will able to play in this engine without suffering with low fps. Think about CryEngine2 in 2007 and think about it now and in the future.
I have to agree. When developing a game you need to look in the future. CryEngine2 is a really good engine and its already kind of into the future hardware wise. It does support large maps, destructible environment and all those other things PR needs. I am quite sure with this engine you could make a squad system and get at least 64 players online.

By then the servers will be faster the overall internet on the planet will be faster, PC's will be faster.

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 14:09
by Drav
Mora wrote:I have to agree. When developing a game you need to look in the future. CryEngine2 is a really good engine and its already kind of into the future hardware wise. It does support large maps, destructible environment and all those other things PR needs. I am quite sure with this engine you could make a squad system and get at least 64 players online.

By then the servers will be faster the overall internet on the planet will be faster, PC's will be faster.

I kind of agree Mora. If PR was a commercial venture and we had a team of coders to implement 128 players, RPs, squads, VOIP\TS heirarchy and an AAS\Insurgency setp, Cryengine would probably do the job graphically.

However, as a mod, no way...... :)

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 15:18
by Pariel
Draakon wrote:Why buy an engine when you can buy the game and do the same thing as with a stand-alone engine? The price is less.
Well, building off someone else's engine would allow PR to implement features more effectively.

If the PR team is considering switching engines, the first thing that should be considered is cost. Obviously it's not going to be possible to switch PR to a $300,000 engine. It has to be based on what the PR community can afford, then based on features.

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 15:27
by Hotrod525
Draakon wrote:Why buy an engine when you can buy the game and do the same thing as with a stand-alone engine? The price is less.
Cause when you got you're engine license, you can do whatever you want whit it, so that mean no more EVER "HARDCODED" excuse. The dev would be able to tweak the engine the way they want it to work. For sure it would take a long moment to build a game from scratch, but, after that, P.R. would be a GAME not a MOD anymore, R-Dev would be the exclusive owners no more EA Ghost in the background watching you like BigBro.

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 16:20
by AquaticPenguin
The Ogre3d engine is free and also has quite a bit of documentation - It lacks a bit of speed over other game engine however it seems to be good for large landscapes + model dense environments. OGRE 3D : Open source graphics engine - Home

If they ever change to another engine I think people would really have to start donating more to support the devs.

re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-01-08 16:24
by Hitperson
ogre is more suited to VR than massive games.