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Re: A7 vs A6
[Re: Why_Do_I_Die]
#145501
09/04/07 08:21
09/04/07 08:21
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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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Quote:
...wouldnt it be nice to have A7 have a Sphere like rendering addon already implemented , and maybe even better ,with fallbacks and better compatibility?
Oh, yes. Absolutely! I would love it: A Sphere renderer with fallbacks, better dynamic shadows, scene-management and directional lightmapping for additional use of static shadows.
I also understand the discussion of lighting: per-vertex-lighting is ugly indeed. Per pixel-lighting should be standard today.
I always wondered why Lite-C got so much priority. If I give a game demo to my friend, to a publisher or anyone else then nobody will ask what language I use. They will look how good shines and how good it plays.
WhyDoIDie is a bit harsh to you but in some points I have to agree with him (and this is the first time I do so ). He judges the engine on their tools. But there is nothing wrong since it is called Gamestudio (STUDIO, remember). The tools are a big point for this package.
But at the other hand you all are right, when you hope to get a better studio after getting GameEdit, a fixed shadow compiler, shader editor. If that happens then we really get a promising A7. At the moment I understand some people waiting.
Most artists dont use Gamestudio because it is moving more and more to an engine developed for programmers. Most updates are made for new Lite-C commands, variables, flags, structures, whatever. Just look at the beta-list and you will realize it. Changings regarding tools are very seldom.
But this is the way. I do not complain. I just want to be objective and show a clear picture. You will have the same problems with other tools. TGEA took much time and is still not finished (but they called it early adopter a long time, this is more honest against the customers). Beyond Virtual takes much time for new shaders, Unigine is still not finished and the Windows-port of Unity3d is just in the beginning.
So this is the way and we have to accept it.
But yes, why not paying Matt to extend the renderer in a Sphere-style?
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