Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (7th_zorro, AndrewAMD), 911 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 4 of 4 1 2 3 4
Re: LawMaker engine [Re: Pappenheimer] #118576
03/25/07 11:03
03/25/07 11:03
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245





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

Re: LawMaker engine [Re: AlbertoT] #118577
03/25/07 14:22
03/25/07 14:22
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline
Senior Member
Hellcrypt  Offline
Senior Member

Joined: Sep 2005
Posts: 357
Florida
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.
Re: LawMaker engine [Re: Hellcrypt] #118578
03/25/07 16:00
03/25/07 16:00
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
If you claim that LawMaker is a multipurpose engine which supplies just a few FSP oriented classes, that's fine

Generally speaking I remain however of my opinion

I dont think it is common practice for commercial software houses to adapt an existing FPS engine to develop an RPG game or a racing game
Normally they prrefer either to use a similar engine or to develop a brand new one

There is a reason, I suppose, that a programmer should know

This is particulary true for an audience of hobbyest or semi professional game programmers

Anyway I was talking about Torque rather than LawMaker which I have no experience of

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

This is the opinion of hundred developers, not only mine

I am just concern to come across the same problems with LawMaker

Last , In my opinion , such " Top down " behaviour is neither useful nor intelligent

Re: LawMaker engine [Re: AlbertoT] #118579
03/25/07 21:34
03/25/07 21:34
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
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




...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: LawMaker engine [Re: PHeMoX] #118580
03/30/07 20:56
03/30/07 20:56
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
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

Re: LawMaker engine [Re: AlbertoT] #118581
03/30/07 21:55
03/30/07 21:55
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
They should do like BV engine, Torque engine , A6 and put a demo version,
that way , you could really see what you can do and how wthe engine handle
frame rate with a 3D world.

Re: LawMaker engine [Re: TheExpert] #118582
03/30/07 22:00
03/30/07 22:00
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline
Senior Member
Hellcrypt  Offline
Senior Member

Joined: Sep 2005
Posts: 357
Florida
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.
Re: LawMaker engine [Re: TheExpert] #118583
03/30/07 22:00
03/30/07 22:00
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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
Re: LawMaker engine [Re: Machinery_Frank] #118584
03/30/07 23:27
03/30/07 23:27
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
PheMox

Look on GameDev.net - alternative libraries
TMichael's opinion about Torque

Page 4 of 4 1 2 3 4

Moderated by  aztec, Blink, HeelX 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1