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Re: C4 Game
[Re: MaxF]
#183056
02/20/08 02:08
02/20/08 02:08
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
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User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya.
...besides, if you are getting a publisher all lined up, just make sure there is a clause in your deal with them that says something along the line of "..if you get into ESA or ELSPA, you pay for the extra licensing stuff that the Professional License for C4 has".
There. Problem solved. That way the publisher can decide if joining is worth the added short-term cost.
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
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Re: C4 Game
[Re: Paul_L_Ming]
#183057
02/26/08 12:20
02/26/08 12:20
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Joined: Oct 2003
Posts: 702
zazang
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User
Joined: Oct 2003
Posts: 702
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and dont forget that it can run on PS3 and Eric has a cool book on math stuff ..I think I'm going to invest in it
I like good 'views' because they have no 'strings' attached..
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Re: C4 Game
[Re: zazang]
#183058
02/26/08 12:36
02/26/08 12:36
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I played once more with C4 (I have too little time for this fantastic tool) and I can say it is really fantastic. The material editor helps to tweak the material setup to the right point and playing with dynamic lighting in real-time is fantastic and fun. Besides that it is simply well thought. Lots of stencils will slow A7 down. But in C4 you can mark a light as "static" and it will cache the shadow volume to not render shadow-volumes every frame and thus it is much faster even with lots of lights in a room. Shadow maps are also available and you can use ambient spaces for control of distribution of light. Future upgrades are announced to have some kind of real-time radiosity within those ambient light spaces. If you walk inside such an ambient space then your model or weapon will be affected by the shadows in real-time. Here is a little shot from C4 made with some of my textures and 3 point lights, no shadows, nothing special: This is a very promising engine and will outperform many others with ease because of very well thought optimizations in scene management (portals and zones) and lighting.
Models, Textures and Games from Dexsoft
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Re: C4 Game
[Re: zazang]
#183060
02/26/08 13:34
02/26/08 13:34
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Thanks zazang for this link. This was a very good and true statement there:
"As an Indie developer, I have limited resources, and most importantly, limited time. The clean, well thought out design of C4, and amazing support from Eric and the C4 community in general, means that our team can focus our time on building our game."
I would like to add that the good tools (model, texture, level and material-editors all previewing in real-time) are contributing to this idea to save time while working on your game.
Models, Textures and Games from Dexsoft
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Re: C4 Game
[Re: D3D]
#183062
02/26/08 13:56
02/26/08 13:56
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Joined: Oct 2003
Posts: 827 22�21'24"N 114�07'30"E
Frederick_Lim
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User
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
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Quote:
but for 90% of the people using GameStudio it will be put on cold ice after few hours/days. Reason is that it require C++ to add more functionality
This is true to me, I don't have the time to write thing in C++. Powerful scripting is a very important factor to me to choose engine, and lite-C is the best on the market I think.
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Re: C4 Game
[Re: D3D]
#183063
02/26/08 13:56
02/26/08 13:56
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Yes. I agree with you D3D. C++ is a bit more complex than C-Script. But since Lite-C also forces you to use pointers and structs the gap between Lite-C and C++ became smaller. But a first FPS Demo can even be made in C4 without any C++ at all. Personally I dislike C++. I like Pascal (Delphi), C# and Java more. It is safer, no memory leaks or crashes through misuse of pointers and such. But I learned C++ in a few days. Just look at http://cplusplus.com/doc/tutorial/They have the best C++ tutorials on the net. At the end there are issues with Lite-C like long compiling times, crashes in SED and debugger and more. This will not happen in C++ as long as you dont create your own memory traps.
Models, Textures and Games from Dexsoft
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Re: C4 Game
[Re: Machinery_Frank]
#183064
02/26/08 14:51
02/26/08 14:51
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Joined: Oct 2003
Posts: 702
zazang
User
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User
Joined: Oct 2003
Posts: 702
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I think Lite-C and C++ are far apart...Lite-C is definetly closer to C...As a programmer,I experienced that to get a mainstream job,the experience of Lite-C scripting just wont suffice but if they see a cool demo made in C++ that will get u noticed and probably hired ...unless ofcourse if they are themselves using GS to make games ...Another great C/C++ tutorial site is here :- http://www.cprogramming.com/tutorial.html
I like good 'views' because they have no 'strings' attached..
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