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Author Topic: TV3D vs S2 !  (Read 2425 times)
gadzfilm
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« on: January 23, 2008, 06:02:33 PM »

Hi  Grin
TrueVision 3D vs S2 basic or PROFESSIONAL  Cheesy
C2 - www.profenix.com
« Last Edit: January 23, 2008, 06:06:59 PM by gadzfilm » Logged
newborn
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« Reply #1 on: January 23, 2008, 07:12:49 PM »

From what I know, S2 shines from its world editor (quite insane landscape module), integrated shaders, scripting, AI... and its hybrid BSP/portal system which allows to switch indoor/outdoor with ease (very sweet).

Hope you like C++ though, as it doesn't support any other language. For me, thats a big downside since they target only a very small part of the indie industry.

Edit: I see that there is no trial or anything... thats a big no-no! How do they expect people to buy if they didn't try first?
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DarkLord
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« Reply #2 on: January 24, 2008, 07:12:18 AM »

S2 Engine looks very cool indeed, although I would prefer to try it first for a month for free, perhaps you could email them and ask for some demos to try on your system - see how it runs etc...

The problem with most engines is that they look fantastic but you need a very expensive system to be able to run the games properly!
« Last Edit: January 24, 2008, 07:20:19 AM by DarkLord » Logged
sybixsus
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« Reply #3 on: January 24, 2008, 12:48:14 PM »

Hope you like C++ though, as it doesn't support any other language. For me, thats a big downside since they target only a very small part of the indie industry.
Actually, the Indie version doesn't support C++ at all. It's all world editor, other tools and scripting.

I don't think I'd say that C++ was a small part of the indie industry though. While it's not my personal preference, it's by far the most common language of anyone serious about making even Indie games.

EDIT: Just spotted I missed an important "not".
« Last Edit: January 24, 2008, 04:17:57 PM by sybixsus » Logged
darqSHADOW
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« Reply #4 on: January 24, 2008, 03:40:46 PM »

I think the distinction comes from hobby indies vs serious indies.  Hobbyist programmers tend to stick with RAD languages -- VB.Net, C#, Delphi, etc where-as the more hardcore (ie serious) programmers go with what they know works in the "real world", C++.  I've worked at numerous game development shops and contracted for dozens of games and all were C++ based.

John
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Waterman
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« Reply #5 on: January 24, 2008, 04:37:22 PM »

Of course one could argue that there *is" already enuff C++ around. APL for example does not fit the CPU and ASM does not fit my brains. It would be naive of me to write a driver in APL.

I am lucky to have a nice "command chain":
- For my brains a highest level language (written in C++ and ASM) which
- calls a high level toolset (TV3D) which
- calls a medium level toolset (DirectX) which
- calls low level toolset (the GPU driver) which
- calls the lowest level hardware toolset.

Maybe we sometimes focus too much on the closest thing we can see, i.e. the own application language. I think something similar has been stated many times in various unlocked and locked discussion threads, hehe Smiley.
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Raine
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« Reply #6 on: January 24, 2008, 05:01:49 PM »

I think the distinction comes from hobby indies vs serious indies.  Hobbyist programmers tend to stick with RAD languages -- VB.Net, C#, Delphi, etc where-as the more hardcore (ie serious) programmers go with what they know works in the "real world", C++.  I've worked at numerous game development shops and contracted for dozens of games and all were C++ based.

John

And this distinction stems also from the fact that the "hardcore (serious)" programmers are paid to use 15 years old legacy code which has never been rewritten but only modified over time; for a bunch of reasons, it also happens to be C++.

Anyway, that's just another language discussion; about TV3D vs S2:
The FPS screenies at the bottom of the page are very nice.
I think if you need to prototype something quickly without having to code too much stuff on your own, you should use engines like S2.
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darqSHADOW
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« Reply #7 on: January 24, 2008, 07:12:42 PM »

Quote
And this distinction stems also from the fact that the "hardcore (serious)" programmers are paid to use 15 years old legacy code which has never been rewritten but only modified over time; for a bunch of reasons, it also happens to be C++.

That is not the case I was referring to.  We're talking brand new code, started in C++ with a proper base.  Most game companies work this way now, I've yet to find a paid game development contract/job that wants me to do anything but C++.

John
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JukkaKevät
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« Reply #8 on: January 25, 2008, 01:31:01 AM »

Spotted this one on gamedev:

http://www.devmaster.net/engines/engine_details.php?id=305

My quick extraction of cool features:

Includes a powerful AI System organized in multiple layers. Lower levels contain path-finding and steering behaviors and higher levels contains FSM (Finite State Machine) and hierarchical goal-based subsystem. It is possible to develop different goals and states and let AI System to combine them into more sophisticated behaviors.

Support for complex scenes featuring indoor and outdoor locations. This is possible using a hybrid system based on a bsp/portal main scenegraph structure and an octree/antiportals structure for every sector for fast geometry culling useful for big sector locations

Possibility to get the engine's source code (costly though, meant for big companies)


--------------------
www.studiohorisen.com
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