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Re: 3DGS demo's, what would you like to see? [Re: Nems] #182467
02/08/08 15:55
02/08/08 15:55
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
But then it probably turns out to be a template game.

This would even make much sense because Conitec can advertise the templates as well.

It will be hard to promote a programming language like Lite-C with only a demo.


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Re: 3DGS demo's, what would you like to see? [Re: Helghast] #182468
02/08/08 18:59
02/08/08 18:59
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:


NONE! I am sick of demos. Time for some games if you ask me.




Amen!

Quote:

frank, you could've made your reply completely normal if you left out the quoted part.




He can't because he holds a grudge against me, he just can't stand me, even when I'm acting normal as this thread clearly shows.


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: 3DGS demo's, what would you like to see? [Re: PHeMoX] #182469
02/08/08 19:10
02/08/08 19:10
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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why are you sick of demos? demos are a good way to show what you can (coding/artwise), without having to focus on the things you can't. you can create a stunning shader demo, but you wouldn't be able to create a game if you don't know how to animate or model or script.

so demos have a higher chance to be completed, look and feel better, and may rise the reputation of acknex.

Re: 3DGS demo's, what would you like to see? [Re: broozar] #182470
02/08/08 19:25
02/08/08 19:25
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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At first glance that might seem true, but if you make a great games using this engine it will tell much more about the performance of the engine.

Everybody could basically make a walk-through with nice art if they invest in good art or have an artist in their team, for programming you can just use the templates (yes, they are actually more than sufficient enough to make a good looking walk-through), but would this show anything other than just that the engine is capable of showing a walk-through?

After all, you ultimately would want to make games with this engine, right?

I definitely do agree with you about the chance of completion though, but that's pretty obvious when there's less work to do.


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: 3DGS demo's, what would you like to see? [Re: broozar] #182471
02/08/08 19:28
02/08/08 19:28
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
W
Wicht Offline
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Wicht  Offline
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W

Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
You need all of them. Demo's, a complete Game and Video-Tutorials (or written Tutorials).

1. Demo's show some cool features. Nothing more.
2. A complete game is a indicator that the used engine is ready for a serious game-project.
3. Tutorials show the tools and the workflow behind.

Re: 3DGS demo's, what would you like to see? [Re: Wicht] #182472
02/09/08 09:14
02/09/08 09:14
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Quote:

What I often wonder is, why do we not see more games with 'programmer art'? Everybody seems to go for realism because it's 3D, but especially with 3DGS I think going for an abstract look and feel will be way more successful. I'm thinking about the Inago Rage kind of look. Even programmers can make those kind of graphics, right?




Hey, such a style also requires talented people. You can do single things "with style" and also games "with style" but the gap between these two points is big. BTW, RUDIs art is actually programmers art

Personally - from a coders point of view - I don't like the "demoroom" concept. What is the advantage over standalone demos? I just can walk from door to door. Yipiie! If you do standalone demos ("just the rooms") users are also in a position to study how the code works.

This is why I don't like the code of the misty mood demo: there are a lot of stuff intermingled together and it takes a lot of time to rape one effect out of it so that it exactly works in my game. Apart from that - the misty mood demo is perfect for the purpose of a realtime environment demo.

Let's hit nails: what are the 7 most important things that you would like to see in a techdemo - from an users point of view?

Re: 3DGS demo's, what would you like to see? [Re: HeelX] #182473
02/09/08 13:03
02/09/08 13:03
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Potsdam, Brandenburg, Germany
Quote:

Let's hit nails: what are the 7 most important things that you would like to see in a techdemo - from an users point of view?




- working efficient scene management (indoor and terrain)
- good lighting (static and dynamic)
- collision detection (models, terrain)
- animation

That is what we need at first instance. If this works we can think about:

- physics
- particles
- LOD


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Re: 3DGS demo's, what would you like to see? [Re: Machinery_Frank] #182474
02/09/08 13:14
02/09/08 13:14
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
- nice shaders
- physics (ODE sucks but surely we can do some nice things with it)
... i dunno what else. i would love to see a team make a great little multi-player game with gs.

i think by "7 most important things" he meant things we can dedicate a room to.

but if i saw a tech-demo that had a room dedicated to animation and another one dedicated to collision detection i wouldn't buy the engine. i would download irrlicht or something.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: 3DGS demo's, what would you like to see? [Re: JibbSmart] #182475
02/09/08 13:41
02/09/08 13:41
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

but if i saw a tech-demo that had a room dedicated to animation and another one dedicated to collision detection i wouldn't buy the engine. i would download irrlicht or something.




Because of that I mentioned scene management and lighting first.

Displaying models, textures and animations is not very impressive. Every hobby coder can do that.

But rendering big worlds efficiently and fast plus having more than a few dynamic lights or good static lighting is what allows you to create big worlds with good visuals.

Though all this is not important if you only want to make a new Tetris-clone. But then you dont need an advanced 3d-engine anyway.


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Re: 3DGS demo's, what would you like to see? [Re: Nems] #182476
02/09/08 13:42
02/09/08 13:42
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Posts: 1,659
San Francisco
I'd like to see something very clean which shows the features.. but also graphically stylized and not with programmer art (like that ghastly old demo for A6 with the clip-art bikini women tossing a beachball next to clip-art merlin doing excessively over the top particle effects).

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