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Re: Time to quit 3DGS [Re: ventilator] #468445
10/04/17 17:06
10/04/17 17:06
Joined: Oct 2007
Posts: 5,180
─░stanbul, Turkey
Quad Online
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Posts: 5,180
─░stanbul, Turkey
It's in fact a dialect of ecmascript(just like actionscript and javascript).

Also while i agree with Sid on javascript, it's kinda getting better lately. JS on Node 8 and JS on browser are currently in waay different leagues. Also Typescript is kinda making things better in browser side of the thingd(albeit sloooowly).

Also yes, use C# version of unity. Unityscript will not be helpful when you actually try to move on to actual javascript(be it nodejs or browsers) because even though they are both ecmascript based, due to differences in nature of game engines and places where JS is used, it will not be much of a use to you.(In fact language does not matter on this point, what you actually need to learn is the way to program things and programming practices, which differ greatly when programming games vs other types of programs/apps, but i will not go in to detail in this thread) On the other hand, C# you learn will probably be more useful outside of unity, at least syntax and datastructures will be similar. Plus unityscript is deprecated and support will be removed in the future.


3333333333
Re: Time to quit 3DGS [Re: Quad] #468461
10/05/17 16:06
10/05/17 16:06
Joined: Apr 2002
Posts: 1,227
ny
jumpman Offline
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is the only reason gamestudio is not updated because not enough games have been made to garner attention towards the engine? If it was made popular enough, would conitec work on the engine again?

Last edited by jumpman; 10/05/17 16:07.
Re: Time to quit 3DGS [Re: jumpman] #468462
10/05/17 17:33
10/05/17 17:33
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Originally Posted By: jumpman
is the only reason gamestudio is not updated because not enough games have been made to garner attention towards the engine? If it was made popular enough, would conitec work on the engine again?
, realistically speaking, it would have been if >7 years ago, now it would be incredible difficult to make it popular again. I do think gs3d could be a good engine to quickly develop mobile/tablet games, but alas no android/ios support and no touchscreen button features etc.

Re: Time to quit 3DGS [Re: Reconnoiter] #468467
10/05/17 19:34
10/05/17 19:34
Joined: Aug 2003
Posts: 115
Deutschland
E
Ezzett Offline
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If I remember it correctly, Gamestudio was in fact too popular for Conitec. They hadn't the time and resources to support it any further so they gave it back to oP Group. And oP Group got obviously a good amount of money for developing Zorro and creating trading algorithms for a number of clients. As a business owner you do what gets you the best profit.

But Gamestudio is still a really good engine. The most important things it needs are updates to 64 bit and DirectX 11/12. For mobile development better use another engine like Godot. In my opinion the engine isn't really important for quality games. It depends a lot more on the personal skills of the developers. Of course, a good engine can save you a lot of time.

Re: Time to quit 3DGS [Re: alibaba] #468477
10/06/17 13:23
10/06/17 13:23
Joined: Oct 2010
Posts: 346
USA
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Have you thought about using Unreal? It's free, exports to multiple platforms, you can script, too, but you also have Blueprints, which is a way to "program" schematically.

Re: Time to quit 3DGS [Re: RealSerious3D] #468478
10/06/17 13:29
10/06/17 13:29
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline
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GameStudio is quite dead. The last beta released was from 2015 ... two years ago. The engine is quite dated, though it could indeed be used to make "decent" games. However, what really gets in GameStudio's way is the editors. WED is terrible to work in and MED is even worse. Both Unity and Unreal have really nice, modern editors that help bring development of a game together. Conitec (and no oP Group) seemed reluctant to actually ever change WED and MED. In a sense, we are still working with editors from the days of Quake, with some updates. wink

Re: Time to quit 3DGS [Re: RealSerious3D] #468494
10/07/17 15:14
10/07/17 15:14
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Posts: 1,823
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Speaking about editors, why didn't they continue to improve & fix GED at the time and just make that the main editor?

Re: Time to quit 3DGS [Re: Reconnoiter] #468495
10/07/17 18:10
10/07/17 18:10
Joined: Aug 2009
Posts: 1,438
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Originally Posted By: Reconnoiter
Speaking about editors, why didn't they continue to improve & fix GED at the time and just make that the main editor?


they were working on a new WED based on the engine but they abandoned it. In fact it still appears as 75% completed on the forecast page (now hidden) http://www.conitec.net/beta/forecast.htm


3D Gamestudio A8 Pro
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Re: Time to quit 3DGS [Re: painkiller] #468500
10/08/17 15:45
10/08/17 15:45
Joined: Dec 2011
Posts: 1,823
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Originally Posted By: painkiller
they were working on a new WED based on the engine but they abandoned it. In fact it still appears as 75% completed on the forecast page (now hidden) http://www.conitec.net/beta/forecast.htm
, at 75% they should just have released it in beta or such with some features turned off >.> , such a waste. Also why did they make 2 map editors (WED + GED) in the first place? I get the differences between them, but still seems like a waste of time.

Re: Time to quit 3DGS [Re: Reconnoiter] #468501
10/08/17 16:46
10/08/17 16:46
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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Originally Posted By: Reconnoiter
Originally Posted By: painkiller
they were working on a new WED based on the engine but they abandoned it. In fact it still appears as 75% completed on the forecast page (now hidden) http://www.conitec.net/beta/forecast.htm
, at 75% they should just have released it in beta or such with some features turned off >.> , such a waste. Also why did they make 2 map editors (WED + GED) in the first place? I get the differences between them, but still seems like a waste of time.


GED was released later, during A7 lifecycle if I remember right, and developed by an external studio (crew51). Maybe it was a temporary solution to try to compete with other engines which were starting to use realtime editors.

Last edited by painkiller; 10/08/17 16:46.

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AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
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