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Re: LawMaker engine
[Re: Pappenheimer]
#118576
03/25/07 11:03
03/25/07 11:03
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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I see parts of c-script that are easy to write and even me, I can modify them, other parts are too complex that I could understand it. But, we use the SDK too, so then, when I look at his programmings in C++ - there is almost nothing that I can understand.
This is the key point In a professional software house some people are pure coders working on the SDK some others focus on the gameplay Nowadays it makes non sense ,in my opinion, to starte from the scratch ( direct x \ opengl) but I am also scared of a game engine which makes to much for me
If a game engine supplies a function for examaple
AttachWeaponTo()
I am not happy I prefer a game engine enabling vertices manipulation If so,I am sure I can attach everything, everywhere
Normaly these kind of engines are the ones which originally have been developed for a specific commercial game ( Torque for example ) for the reason explained by PapperHeimer
That's said , I am still very interested in LawMaker, it looks really great
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Re: LawMaker engine
[Re: AlbertoT]
#118577
03/25/07 14:22
03/25/07 14:22
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Joined: Sep 2005
Posts: 357 Florida
Hellcrypt
Senior Member
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Senior Member
Joined: Sep 2005
Posts: 357
Florida
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First of all Alberto you are not a programmer so I don't take lightly that you are putting the lawengine down just because you don't understand the code. If such function as "AttachWeaponTo()" existed, there are modifiers you can call to modify it to attach it to anywhere you want with vertex. You should be lucky such functions even exist in the first place, in 3dgs you have to code all of this yourself. The Lawmaker code also does provide functions to support melee weapons as well. Only a few functions are specific to FPS genre upon hundreds of them. Such large SDK is truly a wonder to have and for anyone serious enough to take on the learning curve, it's awsome!
I do not solve problems.... I prevent them.
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Re: LawMaker engine
[Re: AlbertoT]
#118579
03/25/07 21:34
03/25/07 21:34
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
It is a matter of fact that it is hard ( onece again , not impossible ) to use this excellent engine for anything else but a FPS game
I still don't quite get your reasoning on this. Developing a RPG needs several very similar functions as a FPS would need, infact I'm pretty sure the FPS AI might do pretty okey for a RPG too, especially since melee attacks are possible to implement into the AI. I'd say, change the camera height and angle and you're practically developing a different genre of games. That's off course 3 steps in a nutshell, since you'd need to add movement by mouse and point-and-click actions, but I don't see why this should be such a hard task. It just takes some more time in my humble opinion..
Quote:
This is the opinion of hundred developers, not only mine
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Cheers
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Re: LawMaker engine
[Re: PHeMoX]
#118580
03/30/07 20:56
03/30/07 20:56
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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Dont you get the point yet ? Well, Capanno said that he is waiting for a racing game or an RPG game in LawMaker No need to wait so long Let's make the following exercise Take some AUM'S example and try to develop them in Torque Again I have no experience at all with LawMkaer, I was not ironic in my previous post, maybe Hellcrypt is really right
Well I tried to develop for example an RPG movement The player follows the mouse regardless of the camera position and orientation
In 3dgs takes just a few line code The same even using supposed toy_like game engines such as Blitz3D
Well I found out with dismay that with the AAA torque game engine ( again I am not ironic) it is not so easy Of course you can , a Torquer was so kind to address me to some resources but you must tweak the engine Again this is a non non sense for an audience of hobbyest game programmers
This is at least my limited experience with game engines
It is not definitly true, in my opinion, that all the engines are more or less the same stuff
Moreover I accept that you are more keen about the level editor, being, I suppose, an artistic oriented guy The LawMaker level editor is fantastic, no point
However the level editor is an option
A game engine must be evaluated, in my opinion, mainly for its software architecture
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Re: LawMaker engine
[Re: TheExpert]
#118582
03/30/07 22:00
03/30/07 22:00
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Joined: Sep 2005
Posts: 357 Florida
Hellcrypt
Senior Member
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Senior Member
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Posts: 357
Florida
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They have an Eval version, and they do have a demo you can play around in TheExpert.
I do not solve problems.... I prevent them.
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Re: LawMaker engine
[Re: TheExpert]
#118583
03/30/07 22:00
03/30/07 22:00
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Just wait a few weeks. They are re-working all documentations. The complete team is working on documentation right now. So I am quite sure it will become more clear after it.
Right after writing the docs they plan to add fbx-support.
Models, Textures and Games from Dexsoft
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