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Re: C4 game engine
[Re: Frits]
#158625
10/05/07 09:35
10/05/07 09:35
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Joined: Jun 2005
Posts: 4,875
broozar
Expert
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Expert
Joined: Jun 2005
Posts: 4,875
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and even there's new life in cipher... http://www.cipherengine.com/cipher 2.0 is on the way, it has been taken over by a new guy, new editors are on the way along with some other cool features!
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Re: C4 game engine
[Re: Frederick_Lim]
#158629
10/05/07 12:53
10/05/07 12:53
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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Most of that review is almost a year old, there is much aprovement since.
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: C4 game engine
[Re: AlbertoT]
#158631
10/05/07 17:59
10/05/07 17:59
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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While I certainly hear what you are saying, AlbertoT, I have to confess that the C4 engine looks very nice and runs very smoothly here on my PC. In fact, levels seem run faster and more smoothly in C4 then in GameStudio (and, I admit, this is purely a visual test on my part). The thing just feels fluid at virtually any screen resolution and that with dynamic lights, shadows, normal maps, etc. I like that I can instantly see my game, have collision detection, etc, and not have to go through any long build process to get there. The automatic light shadows created look very good and, again, no build process to make you wait to see your creation.
As far as programming goes: I have not tried it yet, but what about the node-based programming that is displayed on their web site? Doesn't that help us overcome the having to be a really "good C++ programmer" to use this engine?
Frankly, I like a lot of what I see. His in-game editor could still use some tweaking, but it has a lot of cool features that are easy to access. I don't like how you texture objects you create in your new world (i.e. you first define/select the texture/material and then any object created will automatically adopt that texture). I am sort of used to creating the object first and then applying the texture to it. Of course, all levels can be created outside of C4 and imported. I have not tried this yet (as I have just recently started to play with C4).
The material viewer/editor is very nice. I like how it allows you to define the use of multiple textures, normal maps and more in order to easily establish the look you want. Some of C4's ideas should really find their way into GameStudio.
Well, I had better sign off. Much to do ... much to do ... I just thought I would chime in and state that I like what I am seeing of C4 thus far.
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Re: C4 game engine
[Re: AlbertoT]
#158633
10/09/07 11:39
10/09/07 11:39
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
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User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya. I picked up C4 back in...uh...September of 2005. Haven't really gotten into it much at all...I'm an artist, not a programmer. I picked it up because I had two programmer friends that were interested...and the license is "per programmer"; so, theoretically, I could have used it at the same time as my programmer friend (one of them). Alas, it fell through. I've been a regular C4 forum reader since 2005, and have to say this. Eric is one of the all time BEST programmers and all-around cool guys I have ever dealt with!. He knows that C4 is lacking in the art department (tools use and 'eye candy' to show of what C4 can do now)...so 'art' is creeping ever so closely to the top of his to-do list. Trust me when I say that the future of C4 is bright. Very bright. Super-nova bright.
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
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Re: C4 game engine
[Re: Paul_L_Ming]
#158634
10/17/07 10:48
10/17/07 10:48
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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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I just had a look at the roadmap of this engine. It reads very impressive: http://www.terathon.com/wiki/index.php?title=Official_RoadmapHe plans to integrate new terrain / foliage renderer and the ability to load zones in the background. This smells like big Oblivion-like-terrains or really big indoor levels. Some other interesting features will make it directly into the engine so you can use them easily without the need to script them yourself. And the blend maps could be used for facial animations. Fireball is the codename of the next version of this engine. By the way: He delivers new updates every week, not only bug-fixes, mainly new features. Eric must be a machine of a coder - New terrain system [Fireball].
- Foliage system [Fireball].
- New soft shadow solution [Fireball].
- Dynamic shadow mapping [Fireball].
- High-dynamic range (HDR) rendering [Fireball].
- Full physics system [Fireball].
- Background zone loading [Fireball].
- Script conditional logic.
- Skinnable GUI elements.
- Transparent warping effects (heat haze, etc.) [Fireball].
- Direct support for XInput controls.
- Bump-mapped surface markings [Fireball].
- Engine-level mover support (elevators, etc.) [Fireball].
- Morph targets (blend shapes).
- Material import moved to core.
Models, Textures and Games from Dexsoft
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