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Author Topic: TV3D vs 3d Gamestudio  (Read 16270 times)
Raine
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« Reply #20 on: April 05, 2006, 05:26:34 PM »

Quote from: "Borys Pomianek"

Another long post. ye i could make it shorter but why so ?  :wink:

BP


The shorter, the more people who'll be willing to read it ^^
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Borys Pomianek
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« Reply #21 on: April 05, 2006, 05:55:55 PM »

Yes i know, that is why i olways try to give somekind of a headline. Then again i olways fell after posting that i dint wrote that one thing.  :wink:

BP
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Condor
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« Reply #22 on: April 06, 2006, 06:15:09 PM »

Game studio is just a package man
its like getting TV3D (the engine)
geoscape / terragen
A cut down ver. of 3dsMax(even though GS model editor is rubish)
Visual studio/or equivalent
Gtk Radiant/or eqivalent

its ment for people who dont want to go out and buy a whole load of software to write stuff and make games.
Me ive got both cos i went looking for something that is free to try without restrictions.
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Jermaine
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« Reply #23 on: April 09, 2006, 08:59:26 AM »

I just think its a good place to start its real good, plus according to devmaster, tv3d, and 3DGS are 2 and 3, for top commercial engines.

I never even used torque though.
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pizzayoyo
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« Reply #24 on: April 09, 2006, 10:50:51 AM »

http://www.devmaster.net/engines/

The site says Torque is #1, and it certainly doesn't deserve it. It's probably because of its huge community.

I tried a demo of TSE yesterday and I thought it was OK, but still not as good as 6.5 at all.

But still, TV is #2, way to go TV!
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Jermaine
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« Reply #25 on: April 09, 2006, 10:52:19 AM »

they say torque's physic are really good but, i dont know.
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darqSHADOW
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« Reply #26 on: April 09, 2006, 04:29:05 PM »

Quote
they say torque's physic are really good but, i dont know.


Torque's physics in no way is comparible to Newton.  For one, Newton (which is integrated in 6.5) can be used to 100% realistic physics simulations, which Torque cannot.

The best tests for all physics engines is the friction test and the Newtons Cradle test.  Newton passes both of these with flying colors, where-as most others cannot do the cradle, and none of the others can do a proper friction test.

For a friction test, stack a bunch of blocks on top of each other, and then use forces to push and pull various blocks around.  The lower in the stack the block is, the harder it should be to move, because of the friction and weight from above.  This works flawlessly in Newton, but no other commercial physics engine can recreate this.

Quote
The site says Torque is #1, and it certainly doesn't deserve it. It's probably because of its huge community.


Torque stays on top because every time TV takes over the #1 place, someone posts a message on their community and they get a ton of 5 star reviews, instantly.  It is a very biased system on DevMaster, and rewards large communities over valid features and ease of usage.

DS
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Borys Pomianek
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« Reply #27 on: April 09, 2006, 04:29:57 PM »

Anyway 3DGS Is very outdate. Believe me. I have tried the full commercial version and its really limited actually.

The model editor sucks completly. Its just pure sh**.

The level editor is done nice and have a nice tutorial but still good mostly for indoor levels becouse outdoor indoor stuff you have to think a way here on your own.

Great is that the level editor produces ready .exe

That is really neat but then again i completly hate the limitations that makes it very hard to make for instance an rpg style game wich i olways wanted to make. Anyway the demostration materials included in the package are 100% programmers art. I bet it would look 100 times beter with good art but anyway its still old directX, no shaders, no stuff.

Indoor levels look good but outdoor looks REALLY bad. Ofcourse you can tweak everything to look great, Without good particle and biboard effects outdoor seems really bad and i dont think its easy and straightforward to use them in 3DGS.

And i think that the templates included are not usfull. Everything there looks like programmers art and artist programming (in the templates). Big plus for a great tutorial but that does not solve problems.

Anyway its really a nice thing IF you want to actually recode everything. But if youd had to recode everything the only thing left to not code for yourself would be the level editor. Fro that price (the commercial version) its not the best way to spend mony on software.

It would be better i think to get a graphics engine like tv and a license for something like maya and build your levels there. Ofcourse you have to write your own level structure there but its completly doable and you have countless books about designing your code.

So GS - great for having fun but not really good for making a game. I would actually choose torque instead of GS if i would want to make an FPS. For something really oryginal i would choose TV or maby A4 engine (look really nice) or write in directX.

For editing levels you olways have quark and other like that if you want bsp so lack of editor is not a problem really i think

BP
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pizzayoyo
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« Reply #28 on: April 09, 2006, 05:32:56 PM »

Quote from: "darqSHADOW"
Torque stays on top because every time TV takes over the #1 place, someone posts a message on their community and they get a ton of 5 star reviews, instantly.  It is a very biased system on DevMaster, and rewards large communities over valid features and ease of usage.


What's weird is that right now, TV and Torque are tied on 3 categories, but TV is winning on the 4th, so it should be in the lead  Smiley .
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Jermaine
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« Reply #29 on: April 09, 2006, 10:45:49 PM »

^i am i not suprised you gave tv3d a perfect rating. Shocked
Got to show that tv3d pride, Cheesy
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WHATS UP!
I'm back with TV3D until Visual3D is completed. So I will be using one favorite engine for a while.
I am now working on a game with TV3D.!
AriusMyst
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« Reply #30 on: April 09, 2006, 10:54:52 PM »

I don't consider myself a TV fanboy. The reasons I love TV so much are 3-fold:

1: I have tried all these other engines, both *real* ones and all the "no programming experiance required" ones, an I have never found an engine as versatile or as fun to use. I don't find TV difficult or a chore to use.
2: The devs are all nice guys willing to help you out, wether you are a license holder or not.
3: I can use TV in whatever language I want and I can use it as much or as little as I want. If i'm not happy with a particular implementation I can just switch to DX and do it myself. This, coupled with the fact TV doesn't try to define itself as a game engine, is what makes TV both extremely powerful and versatile.

Its hard to really understand what I mean by 3 if you are still using 6.2. 6.2 is quite dated now, but when 6.5 hits you will understand exactly where i'm coming from. Wink
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Condor
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« Reply #31 on: April 10, 2006, 05:33:59 PM »

I agree totaly (borys pominiak) GS has very little features for the amount of mony u pay and although there are a lot of good plugins avalable for download  you still might as well buy the cheapes version u can get for what u want to do.
I myself am currently trying to make an FPS but in the 3rd person view cos i think that point and shoot cames are pointless. thats why i decided to go to the 3rd person view cos 1 it tkes a bit more skill to shoot right and you dont have to orientate your entire game arround the point and shoot genre. i want to add a bit of tactic and strategy to it.
      I.e. some of the things you do in prince of persia (swinging off ropes and poles in walls etc) i think thats cool. (i wish i could do that)
Im a bit biased towards FPS cos as i said earlier its a bit pointless. Shooting as many bad guys as possible well......... its a bit limited.
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Borys Pomianek
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« Reply #32 on: April 10, 2006, 08:07:04 PM »

Depends on Taste Condor. I olways liked cRPG but i olso like strategy and stuff. I never lked games like doom but Path Of Neo yes (its a third person view game based on the matrixi trilogy). I generaly dont like balistic weapons, i prefer the look and style of melee weapons and the like like swords or tonfas or other.

Geting back to 3dGS: Your first problem here would be to remove all the unneeded functions from the template. Then write new camera code to make it more playable. Then you would have to create the whole game logic, art and other stuff. Making all that is not soo easy in 3dGS becouse youll stuble upon lots of problems and limitations that youll need to hack around.

BP
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pizzayoyo
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« Reply #33 on: April 10, 2006, 08:10:37 PM »

Quote from: "Jermaine"
^i am i not suprised you gave tv3d a perfect rating. Shocked
Got to show that tv3d pride, Cheesy


Well, I simply jugded the product by the critera.

Features: 6.5 has all the features you could ask for. Anything not included can easily be added through DX access or sinply by using features provided (world editor or GUI system can be made)
Ease of Use: Simple and efficient, with programming knowledge (which is assumed). Most languages supported.
Stability: I've never had the engine crash internally without good reason.
Support: This should get 6 stars, as it is easy to talk to a dev or knowledgeable person on IRC and the forum is a great help as well. Always quick too.

I agree with Arius completely, I rated it what i did (like many others) because of what it ACTUALLY HAS, not to boost its rating on an engine website.
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AriusMyst
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« Reply #34 on: April 11, 2006, 05:35:49 AM »

Personally, I like a *good* FPS. The problem is that the genre is overloaded with a lot of bad games. So they all get tarnished. But it is possible to make a good FPS without it just being a case of shooting anything that moves. I just like games, the only genre I have a particular dislike for is MMO. An thats only because I think the concept is wasted on technology that isn't yet capable of fully realising the potential.  Smiley
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Borys Pomianek
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« Reply #35 on: April 11, 2006, 05:16:13 PM »

Quote from: "AriusMyst"
Personally, I like a *good* FPS. The problem is that the genre is overloaded with a lot of bad games. So they all get tarnished. But it is possible to make a good FPS without it just being a case of shooting anything that moves. I just like games, the only genre I have a particular dislike for is MMO. An thats only because I think the concept is wasted on technology that isn't yet capable of fully realising the potential.  Smiley


Just so we are stealing this topic anyway:

I like a good fps olso. But problem is there are very little really good ones. I really liked Deus Ex on the Play Station 2 (the controlls are much better there). I olso liked thief series but then again its not an fps but actually a new genre.

Problem with fpses is that your character does not develope in most of them. I never really liked arcade style gaming. That is becouse just geting "Points" is not my idea of entertainment. I mean i know that its just a var somewhere that is changing incrementaly.

While in rpgs or other of the kind you got houndreds of things that influence the whole game. You olso got a lot of raw content. Not only graphics but a good story and other.

Best game i ever saw or played for sure are the ff series and fallout (1 and 2) and after that games like planescape torment.
They where full of great story and the way you play influenced a lot of things. So your game was quite custom a lot of times you started again.

If someone would make an fps like Deus Ex with a great and long story. Where shooting is just a part and not the main idea of the game. I would really like it.
I like games that are like good books. Imagine reading a book that is 100 pages long and there is shooting, shooting ow and some shooting olso.

:wink:

BP
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potato
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« Reply #36 on: April 12, 2006, 04:45:24 PM »

I'd like to see a game like Deus Ex too, and I've tried it myself... but the problem with epic games like that is without the financial backing to hire a LOT of people, it simply cannot be done.
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Borys Pomianek
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« Reply #37 on: April 12, 2006, 07:15:20 PM »

Quote from: "potato"
I'd like to see a game like Deus Ex too, and I've tried it myself... but the problem with epic games like that is without the financial backing to hire a LOT of people, it simply cannot be done.


Actually it can. You dont need 100 people to design it. You can have just 1 person with good idea. Then developing it is just a matter of time.

Problem is that creative people should design games and not trained people or marketing specialists.

Its abvious that good story wont apeal to everybody as there are more uneducated people than educated ones. To understand some thing you need at least the basics of literature knowledge and inteligence. Many people lack that (not that its something wrong) thus games are made so that they are very easy to understand and play.

Olso if companies would spend those 20 milion on writers and artists instead of marketing specialists and "new, never before sen" technology experts most games would actually be a lot more interesting for some of us.

I dont care if ill see new, better shaders in the new game if its fabular part sucks.
Its like ilustrations in a book. Whats the point to put great ilustrations if the book itself sucks.

BP
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ghostryder
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« Reply #38 on: August 20, 2006, 03:20:56 PM »

Interesting Thread. I'll add to it from a more experienced view rather than just a "I peeked at it for an hour" view which would sum up the majority of the posts.

First the regular edition of 3ds is not 80$, nor is the professional $199. The regular is $49 and the professional is $899. The comercial edition is $199.

Generally to do anything serious your need the $199 comercial edition. The pro edition offers some things the comercial edition lacks but nothing that can't be done with either free plug-ins are low cost plug-ins. For instance if you want physics on more than one item you use Newton physics which is free. You want a multi-serveronline RPG you really better off using populace as t's even better than the system in the pro edition.Raeally what the pro edition offers is a comercial product without the requirment to display the A6 logo for 1 sec at start up.
 And unlike a lot engines who gander on about features A6 actually has finished funtional games that use these features that have actually seen the light of day. As an example here's a online RPG that is not half bad for free using 3dgs:http://www.eternal-lands.com/

Can anyone provide a simular link for TV3d or one that's even an offline rpg?

Think about that because the bottom line is when you pick an engine you hope to produce a finished release product that is stable. When I look at engines I look at that first. Not a feature list. Next I look at ease of use that matches the team I Have. If I lack technical members and C++ coders and mostly have artists and animators I'm looking at engines that have simplified scripting language and not ones relying on complex languages that take years to get productive in. It's just not practical.

In fact I would absolutely hate to code a complex RPG game in C++ or Visual basic even if I knew both very well as the code management would be a nightmare. In script languages for instance level jumping is handled globally with about 50 lines of code. In an RPG where entering a house may very well be another level this is extremely advantagous. Your going to have 100s of levels. Level jumping in C++ however is much different. There are no automatic pointers or other features that scripting has. You essentially copy the entire level code and change the level names. Times this by 200 or 300 levels and you got code as thick as a bible, and fail to clear one variable your get an engine crash. Good luck finding it. An in engine console would help for testing of course, Which A6 has. Does TV3d? And you haven't even got to inventory, player biped, quests, day and night cycles, pathing, A.I. and a host of other things. This is why you do not see too many finished projects that are complex with engines that do not have a scripting language. They'll show you a couple simple 3d shooters. Teams on an INDY level try countless times while uuu-ing aand awing about engine features until they code themselves into a corner and the project dies. Thus the fact you can script in 3dgs is a huge plus over TV3d hands down.

Another plus when looking at engines. Ease of use. With a team of artists this is a paramount concideration. Artists do level work like painters paint. Not in code, but visually and on one canvas. 3dgs allows this to completion be it creating the geometry, texturing, lighting the level, applying particle effects and yes even shaders. With mouse clicks. Right clicks ajust the elements and varibles. It doesn't stop there. NPC placement and pathing are all still done on the same canvas inside the world editor--and all without a single line of code done by the artist. When he hands off his level to the coding team it's done. Does TV3d do this?

Yes the editor is somewhat old world. But it is very powerful. Anything DiretX 9.c has it can do. The scripting tool is tied into the editor, and console feature in the running engine allow easy script testing. It's a subset of C++ and very powerful, modular and compact for easy code management. Doing anything complex this is paramount. Does TV3d do this?

People knock the modeler MED. Why? s it lacking? not really. It just lacks the 'auto click' features of high cost modelers like MAX. Here a button press does  lot of things automatically. In MED you can get th same results, it's just your have to do the work. That's really the difference in a nutshell. Own Max and know it? Then use it. There's importers for every modeling program out there from Max, lightwave, Wings, Milkshape and Blender. You want to create your levels ad import them? WED imports map files, go ahead. or use maya or MAX : here's two plug-ins:
http://www.maya-to-3dgs.com/
http://www.malabar.tv/max2gs2.htm

A lot knock the BSP culling system. Sure it's old hat. But it renders extremly fast. It great in underground levels. It's great because you get good results on old systems.And recenty in 6.40.5 Occlusion Culling has been added and octree is in beta. Decent outdoor levels are possible, you just need to know what your doing. There's nothing stopping you from saving the level in .wmp file format and using MED to convert the whole level to a model. You simply have to flag the model in WED for polygon detection and use c-trace and c-move in your player biped scripting. And these model levels render instantly and I have achieved 60 FPS with 500,000 polys in view without any LOD added yet, Which by the way is also built in the engine ready to use. (In fact the next update will generate the 3 lower poly models from the original automatically.) Does TV3d do this?

This is now my 3rd game project with 3dgs. My other 2 were released and stable. Spam1024 being the biggiest and most downloaded and I never got one single end user complaint related to the engine but rather all driver issues or end user fault. Not one. It's rock stable. Is TV3d?

In the end you want to get done. Low cost engines will always have you compromising on features. All have ups and downs. But in the end if you can't see release day with a finished stable product then I really don't care what the engine you use can do or can't do. It's not a good choice.

This isn't saying TV3d isn't a good choice. I'm just saying without a few programmers and just a team of mostly artists it would likely end in a failed project. INDY teams fail 95 percent of the time. Most times because thier too busy ew'ing and aw'ing to concider any of the above.

The old adage of working at your level is good advice if you want to suceed. You level up skill wise fastest that way too. Jumping over your head in engine choices will almost always end up in frustration and failure. Stay at your skill level and your skills increase faster, and the games you make increase in quality as you go.

Most INDY developers don't understand this. They rush to devmasters and look for the latest and greates in hopes in competing with the big corporate giants. You can't and your not. Focus on the gmeplay, not the pretty pictures. I play more Xcom in dosbox than I do Oblivion. There's a reason for that and it has not a damn thing to do with shaders, particles, culling systems or whatnot.
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pizzayoyo
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« Reply #39 on: August 20, 2006, 04:41:36 PM »

Hmm... well have you even used TV before? It is a 3D Rendering Engine, not a game engine.

For most of your "can TV do this?" questions, the answer is yes, except for the level editor, because it isn't a game engine.

Quote from: "ghostryder"

In fact I would absolutely hate to code a complex RPG game in C++ or Visual basic even if I knew both very well as the code management would be a nightmare. In script languages for instance level jumping is handled globally with about 50 lines of code. In an RPG where entering a house may very well be another level this is extremely advantagous. Your going to have 100s of levels. Level jumping in C++ however is much different. There are no automatic pointers or other features that scripting has. You essentially copy the entire level code and change the level names. Times this by 200 or 300 levels and you got code as thick as a bible, and fail to clear one variable your get an engine crash. Good luck finding it. An in engine console would help for testing of course, Which A6 has. Does TV3d? And you haven't even got to inventory, player biped, quests, day and night cycles, pathing, A.I. and a host of other things. This is why you do not see too many finished projects that are complex with engines that do not have a scripting language. They'll show you a couple simple 3d shooters. Teams on an INDY level try countless times while uuu-ing aand awing about engine features until they code themselves into a corner and the project dies. Thus the fact you can script in 3dgs is a huge plus over TV3d hands down.


Well, most games use external level files, not hardcoded levels. Then their game engine will load them.
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