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Re: LawMaker engine [Re: AlbertoT] #118566
03/24/07 14:33
03/24/07 14:33
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
You can see some videos of how to use the engine:

http://www.darkroomstudios.com/content/view/75/181/

Re: LawMaker engine [Re: AlbertoT] #118567
03/24/07 14:44
03/24/07 14:44
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

Of course you can create any any kind of game using Torque but for some kind of games it is a pain being geared towards multyplayer FPS




Why would that be if the programming language and editor tools do not limit you to make different kinds of games? What kind of game would be more difficult to make with Torque then? People have already created RTS, flightsims, war sims, turn based games, FPS and 3rd PS games and even casual games. Well, I haven't seen much Lawmaker or Beyond Virtual games that were no FPS games indeed, but there are some. Hence my claim that 'it is possible'. If you want to find out how hard it is, you'd have to try it out for yourself,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: LawMaker engine [Re: PHeMoX] #118568
03/24/07 14:46
03/24/07 14:46
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Yes. And FREE Dowloadable LawMaker Evaluation Kit coming Soon!

Re: LawMaker engine [Re: PHeMoX] #118569
03/24/07 15:34
03/24/07 15:34
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
Quote:

[

Why would that be if the programming language and editor tools do not limit you to make different kinds of games? What kind of game would be more difficult to make with Torque then?





It dipends on the type of commands
A multi purpose engine supplies a limited nummber but highly abstracted
list of commands the opposite for a taylor made engine

Go through torque and 3dgs command list, you will see the difference yourself

Anyway it is not my personal opinion only
Even Torque associates and end users admit that you can design every kind of game , provide you are prepared :

To tweak the engine

WOW !!! , they try to miminimize (we give you the source, arent' you happy ?) but it is a nonsense
A game engine for hobbyest \ semi professional programmers must be a black box
It make no sense to have to put your hands on a 1000000 lines complex program

My concern about Lawmaker is the same

As far as B.V. is concerned never used it , but yes the impressive 700 ++ general purpose commands should make it a true and complete multi purpose engine, I suppose

Re: LawMaker engine [Re: PHeMoX] #118570
03/24/07 21:29
03/24/07 21:29
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline
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capanno  Offline
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Joined: Nov 2004
Posts: 1,011
South Africa
Quote:

...but that's moreso because I'm spoiled with the ease of 3dgs's c-script.




Im with you on that!

Im a little concerned that lawmaker is a bit geared towards FPS games, although it seems like a good engine. Ill be impressed when they show a demo of a rts or racing game. The editor undoubtedly looks great, although the version I used when I used the evaluation was still buggy.

An engine Im really excited about is unigine. Over the past couple of months its been growing and becoming an insanely good engine. I hope to evaluate it soon, but I have to learn c++ first.

www.unigine.com

Re: LawMaker engine [Re: capanno] #118571
03/24/07 21:49
03/24/07 21:49
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline
Senior Member
Hellcrypt  Offline
Senior Member

Joined: Sep 2005
Posts: 357
Florida
Stop complaining,

Lawmaker is not made for only FPS games, what the heck ever gave you that idea? Sure some functions are used for FPS, but other classes has some use of. This is not for newbie programmers, there are a lot of classes and functions, but once you get the hang of it, you can create anything you need.

Last edited by Hellcrypt; 03/24/07 21:49.

I do not solve problems.... I prevent them.
Re: LawMaker engine [Re: Hellcrypt] #118572
03/24/07 21:56
03/24/07 21:56
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
Does it allow verices manipulation ?

Re: LawMaker engine [Re: AlbertoT] #118573
03/24/07 23:23
03/24/07 23:23
Joined: Jan 2004
Posts: 439
G
Gamesaint762 Offline
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Gamesaint762  Offline
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G

Joined: Jan 2004
Posts: 439
I understand that game engines are created by coders. I also understand that they can only support functions, models and physics that a programmer includes in that engine. So AlbertoT it is in fact silly to say that your understanding is so much more vast than mine because if it were you wouldnt be making these statements. Seems to me that a programmer could figure it out and make whatever he wanted. It might be hard to overcome an engine that is geared toward an FPS genre but what about game design isnt hard? Theres so much work involved its not even funny. Like I said before, look at what others have done and you can see its possible. I guess the real question is are you gonna figure it out or you gonna gripe about how every engine isnt good and cant do this and that... Be like Nike, Just Do It! GS out.

Re: LawMaker engine [Re: Gamesaint762] #118574
03/24/07 23:48
03/24/07 23:48
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
Quote:

might be hard to overcome an engine that is geared toward an FPS genre but what about game design isnt hard? Theres so much work involved its not even funny. .




Well a little bit masochistic approch , in my opinion, but " De gustibus.."

Re: LawMaker engine [Re: Gamesaint762] #118575
03/25/07 10:36
03/25/07 10:36
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

one thing is claiming " It is possible" an other thing "It is easy"




Gamesaint, you didn't get the main point of Alberto.

He mentioned the difference of the ease to programm an fps or other sort of games. And the ease of use often indeed makes the difference of possible or not possible, because its a matter development time, and its the difference of a programmer's skills, and that seems to be a thing that you don't see. The skills of the programmers are very different, and the way of programming of different programming languages are very different, too.
I'm not a programmer, but every time our team is working on the code, I'm watching what the programmer is doing, we are discussing what we need, which way to achieve it is the best, and meets best with further features which we want to implement later. And, when I look at what he is coding, 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.

Let's refer to the development time: within my team we have estimated the time of 8 hours in a month, in the beginning we had 8 hours a week. I hope you understand that such a short time needs the ease to use to be fast enough to even consider to start a game development!

- easy to use - needs less time -> is a way for developers to make a game in their spare time.

- difficult to use - needs more time -> is no way for the most developers in their spare time.

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