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Re: 3d GameStudio vs Doom, Quake, etc engines
[Re: blaaaaa]
#37259
12/02/04 02:41
12/02/04 02:41
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Joined: Dec 2003
Posts: 23
Clay
Newbie
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Newbie
Joined: Dec 2003
Posts: 23
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yes, but Doom3 is not Entirely Normal Mapped. If you look at some of the textures up close, you can see they are not normal mapped, but just awsome artistic designs.
Also, Doom3 is of course faster, but as you stated, hundreds of thousands of dollars.
I think if you were ceative about how you placed your Normal maps within a design using 3DGS, you could have some very impressive results with good framerates.
Peace out, Clay...
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Re: 3d GameStudio vs Doom, Quake, etc engines
[Re: wildcard]
#37260
12/02/04 05:03
12/02/04 05:03
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
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Senior Expert
Joined: Jul 2000
Posts: 8,973
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Quote:
I have a question regarding the 3d Gamestudio Engine. How does the engine do in comperison with other engines such as Doom, Quake, etc.
It's much better then Doom 1 and 2, much cheaper then Doom3.
Seriously, Conitec's review of the different engines is on our FAQ page.
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Re: 3d GameStudio vs Doom, Quake, etc engines
[Re: wildcard]
#37262
12/03/04 01:53
12/03/04 01:53
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Joined: Dec 2003
Posts: 23
Clay
Newbie
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Newbie
Joined: Dec 2003
Posts: 23
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First/3rd person Games are very easy to do in 3DGS. One thing to keep in mind is, 3DGS does use BSP for level building. This makes indoor areas ideal, such as Quake/Doom/UT type settings veru easy. Large outside areas can be done, but involves a bit more work as you need to focus on LOD of models, clip range, collision detection, etc...
However, Octave is in the works, so I assume you would be able to choose Octave vs. BSP on a level by level basis?
Octave is much easier for outdoor levels, but I am not saying it cant be done quite effectively now by using some planning.
Peace out, Clay...
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Re: 3d GameStudio vs Doom, Quake, etc engines
[Re: Clay]
#37263
12/03/04 02:05
12/03/04 02:05
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Joined: Jul 2003
Posts: 1,563
blaaaaa
Expert
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Expert
Joined: Jul 2003
Posts: 1,563
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In Antwort auf:
First/3rd person Games are very easy to do in 3DGS. One thing to keep in mind is, 3DGS does use BSP for level building. This makes indoor areas ideal, such as Quake/Doom/UT type settings veru easy. Large outside areas can be done, but involves a bit more work as you need to focus on LOD of models, clip range, collision detection, etc...
However, Octave is in the works, so I assume you would be able to choose Octave vs. BSP on a level by level basis?
Octave is much easier for outdoor levels, but I am not saying it cant be done quite effectively now by using some planning.
Peace out, Clay...
1. easy is relative, its quite a lot of work, dont take it so easy like that! 2. for outdoor you can use terrain. 3. its called octree culling, not octave
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