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Re: GameCore 2.0 release [Re: AlbertoT] #262737
04/25/09 15:45
04/25/09 15:45
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
This depends on the type of occlusion it supports. There are tons of implementations to occlude something, like occlusion blocks, preventing everything behind it to be rendered.

Maybe it is something like that so you basically have to built some very lowpoly occlusion geometry. But this is only guessing.


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Re: GameCore 2.0 release [Re: Machinery_Frank] #263366
04/29/09 09:14
04/29/09 09:14
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Just saw the Prices.
HArd to believe and let me laught : Who gonna pay 400$ for an engine without shaders, 200 Mo limitations ?
And that's the INDIE version only !! Woooowww incredible !

Do they have looked at what exists : Ogre3D is free and offers shaders, no limitations at all.
Or people can instead for lower price than 400$ buy A7 Commercial,Unity Indie Or the new Torque 3D : all these with shaders and no limitation size !
And i agree it's not easy to program in angel script,so why such price, even Garage Games don't put such prices for indie versions ?

They've found people with lot of money to spend ?
For me it's clear : MONEY BEFORE CLIENTS !
I can't imagine the price of some update of version in the future for indie buyers smile

Well finally , sure even in one year , i won't buy some indie version of that engine with such prices.
And i think i gonna forget this engine and their money angry authors !

Last edited by ratchet; 04/29/09 09:28.
Re: GameCore 2.0 release [Re: ratchet] #263390
04/29/09 11:05
04/29/09 11:05
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Potsdam, Brandenburg, Germany
You probably have a wrong picture of it.

The 400$ indie version supports shaders and has no limit for your project:
http://www.gamecore3d.com/content/gamecore/feature-comparison

But at their store they still write something about the limit (they changed the features after the first day of release).
At the end they just have a very bad website with wrong or misleading information (this is not the only case, there is some confusion about DX and OpenGL rendering as well). This reflects how bad the manuals are written.

Actually the technology is not bad but they probably don't really care about selling it. They want to make their own game with it and try to collect some money besides that.


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Re: GameCore 2.0 release [Re: Machinery_Frank] #263395
04/29/09 11:30
04/29/09 11:30
Joined: Apr 2008
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ratchet Offline
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ratchet  Offline
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This reflects how bad the manuals are written

Indeed, in fact i haven't followed all things about it, just got into their store section were the limits are still here :
they don't care about the site indeed or not much in the engine.

400 $ is too much also, better alternatives exists with lot more easier scripting !

Well i let down this engine and thread about it.

Re: GameCore 2.0 release [Re: Machinery_Frank] #263595
04/30/09 18:21
04/30/09 18:21
Joined: Oct 2006
Posts: 1,245
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AlbertoT Offline
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AlbertoT  Offline
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Originally Posted By: Machinery_Frank
They want to make their own game with it and try to collect some money besides that.


Well I have had the direct opposite impression
Game core looks like a true multi purpose game engine
This is one of the reason I like it

One more thing

Game Core support also native MilkShape file format
Well maybe it is no so trendy but I have never had a problem with this file

FBX , COLLADA and all that stuff are a big issue
They have not been designed for low poly models

This at least for hobbyest programmers using Fragmotion, MilkShape and in general low priced application

Re: GameCore 2.0 release [Re: AlbertoT] #263627
04/30/09 21:32
04/30/09 21:32
Joined: Apr 2008
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ratchet Offline
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ratchet  Offline
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I can't imagine how hard it will be to make next gen today character with Milkshape.

Why not taking and learning Blender ?
it's free, and have all you need , modeling with all feature (edge loop select, edge loop cut etc ...) , rigging , animation (weight painting, inverse kinematics ...), high poly sculpting, retopology paint.
I'use all these features that speed up a lot the work : it rocks.
Well paying 400$ to make old low poly games ? why not !


Last edited by ratchet; 04/30/09 21:33.
Re: GameCore 2.0 release [Re: ratchet] #263630
04/30/09 21:54
04/30/09 21:54
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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Posts: 1,245
First of all it does not support only MilkShape it support also Milkshape

Old low poly game ?
Even modern commercial game can use 5000 or 6000 tris
You can imagine an amateur
Not problem at all with MilkShape

Apart from that you did not get my point

I was talking about reliability

Thre are a lot of Fbx | Collada convertes

The point is , do they work ?

I must cross my finger any anytime I use them

Re: GameCore 2.0 release [Re: AlbertoT] #263634
04/30/09 22:12
04/30/09 22:12
Joined: Apr 2008
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ratchet Offline
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ratchet  Offline
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Yes, i agree with that.
But in Unity i've imported sucessfull a static model (space ship) with texture from Blender by exporting in FBX.
But i've seen strange things on an animated character.

I think you must play with Fbx format and try settings,and do lot of trys, but once you succesfully export, that's done.
.X models can do the work , and some guys for example import into Unwrap 3D , and export from that tool.

Re: GameCore 2.0 release [Re: ratchet] #263636
04/30/09 22:59
04/30/09 22:59
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
Same here

I have had a lot of problem to import animated files , not only in Unity, in FBX format , never had a problem with MilkShape

Ok , maybe it is a also matter of settings
I am an amateur programmer but some years ago I coded, with the help of a book, a MilkShape importer into my opengl engine

I would never dare even to get close to an FBX \ COLLADA converter wink

The point is that this complicated file format have been designedf ro movies not for games, in other words they are redundant

Maybe for Maya or Max users it is not an issue but for a poor Fragmotion user, it is

By the way I wonder why many people complain for 400 usd cost but the use Max or Maya ?
Maybe I am a malicious guy wink

Last edited by AlbertoT; 04/30/09 23:00.
Re: GameCore 2.0 release [Re: AlbertoT] #263641
05/01/09 00:01
05/01/09 00:01
Joined: Apr 2008
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ratchet Offline
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ratchet  Offline
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By the way I wonder why many people complain for 400 usd cost but the use Max or Maya ?
Humm ... i don't know how many people have the real commercial version and not a cracked one here.
Because 3DSMAX costs a lot and it is more for big companies even if indie people can buy it.
You have real cheap alternatives : Zbrush, Silo, Modo, Blender (free) etc ... to achieve same results.

When you become a litlle professional (making a commercial title), you don't use cracked software. Even more if you must share some work with distant people that won't take you seriously and won't work with you if you use illegal software.


Last edited by ratchet; 05/01/09 00:02.
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