Yep, 3DGS with its docs and AUM have what you need, if you don't ask too much for latest features or too much visual helpers, terrain editor etc ...
But for script, it is not as easy as C# or Javascript, i've used it to do advanced stuff.
If you only program some AI, functions Calls etc ... it's ok, but if you plan your own editor, you'll have to care about all initialization stuff, structures instead of Classes etc ...

But well 3DGS for game making is fast indeed laugh
I just need the mobile version now ...

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Ok i did a last test, and i was pretty happy with Esenthel.

You just drag and drop your FBX model under the editor (mesh button on), you can after that switch to Skeletton, animation views and save each objects.
I tried the animation code of the tutorials and played the animation.

What i understand is that you can share skeletons and animations between characters (good for fighting games or characters with different shapes doing standard animations like NPC)
So you don't have to animate all your characters for a game when they share same animations.

I like VC++ auto completition and all character functions availables to mount things, to control skeletton parts etc ...


I didn't encountered the MED origin problem with FBX, you just drag and drop from Blender and that's all.
The workflow is indeed lot lot more smooth and fast, you don't have to switch between your modeler tool than MED than WED ... that is a big waste of time.
And their editor technology is ultra responsive to your actions and fast.

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Some usefull features :


Yes a gui editor !
gui editor

For RPG ,games iwth inventory : you have a ready to go icon made from your 3D model (i never thaught about that great idea before)
Icon maker

Integrated converter for pictures formats :
converter

DX 9/10/11 rendering (simple/forward/deferred), ssao,motion blurr etc ...
rendering

The engine is SOLID, even Unity don't have in native unlimited world streaming, and there is a good bunch of optimisations in lot of areas :
Engine world management

Physics are complete enougth(clothes, ragdoll, destructible elements)
physics
And there is more like the particle editor etc ...

I don't have seen so much information about their mobille solution and it is easy or complicated to deply for Android, so it's another point i'll have to see also.

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Well the engine have lot of ready to use advanced features and tools !
And their script system seems lot more complicated, not so easy or i don't understand ?
I learned lot more easyly the C++ tutorials, i recommand to code directly in C++ in Visual Studio.
It's up to you to manage models and their draw calls, more stuff to manage, but well bigger performance also.

I understand lot more your point of view Sivan for the easy programming side.
After testing it, wanting to do more things, i understand IT IS FAR FROM THE EASYNESS OF 3DGS indeed frown

Indeed this is not only simple to call 3D functions, it has some bits of math and you have to manage all models, drawing calls, updates ... it's not a simple Action to attach like 3DGS.
I'll see next days, depending if i can go far enought i'll buy it, if not i will avoid to buy something i could not use entirely.

Yes i keep on track with 3DGS and is easy script (and it's poor workflow laugh ) !







Last edited by ratchet; 01/26/13 19:31.