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Realm Crafter
#112722
02/19/07 22:24
02/19/07 22:24
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
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OP
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Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya. Anyone have any experience with this game engine? It seems to be pretty straight forward. Looks like it would be AWESOME for a "proof-of-concept" for any RPG style game. I'm an artist who knows a *little* bit about programming, so its focus on "make your art, import into game" is definitly alluring. The new version (v2.0) is due out 'early 2007', and sports some nice upgrades (DX9, shaders, lots of visual enhancements, reworked editors). However... I'm a bit leery of a company that only lets those who have purchased their product into their forums. The specifics I'm interested in finding out are: - Vegitation system? Kinda like Sphere2.0, where vegitation appears as the player moves around. The vegitation would be based on a texture map (so you don't get grass on top of your wooden walkway, for example).
- How easy is it to impliment your own game system rules? That is, the 'rules of the RPG aspect of the game'...not the game engine. For example, what if I want to have 3 main stats for characters; Physical, Mental, Spiritual. And these each range from 5 to 50. Or maybe I want shields to reduce the chance of being hit, not reduce damage taken. That kind of thing.
- Just how easy/hard is it to import your art asetts? Is it easier than 3DGS? (ok, so that's a bad example...the art pipline for 3DGS is painful...). Is there a limit to skin size? Polygon count? Model size itself?
- Does it have easily definable collision detection? Is it a flag per model, per face, or do you use a special 'invisible brush/model' to indicate collision boundries?
Thanks for any help guys!
^_^
"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: Realm Crafter
[Re: broozar]
#112724
02/20/07 08:23
02/20/07 08:23
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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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The ugly and slow statements can belong to the past very fast. Realm Crafter uses a new rendering kernel in beta versions (Irrlicht). So the BlitzBasic fact is not a critic any more. It will be a decent DX9 engine with shader support and dynamic shadows.
Models, Textures and Games from Dexsoft
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Re: Realm Crafter
[Re: TheExpert]
#112726
02/20/07 19:19
02/20/07 19:19
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
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OP
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Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya. Well, I went ahead and broke down and got it...with the extra editors, of course. All totaled, it was $167 ($195 canadian) for RealmCrafter (with free update to v2.0 when it's released), MegaTerrains, SkinEditor, and CaveMaker. So far I've only installed them and opened them once. Poking around I can see it's fairly straight foward; things are mainly labled as you would expect, and most of it is 'common language' for setting stuff up. It seems very modular in design, with the main RC window giving you access to all your exta goodies (be they add-on programs like CaveMaker, or even 'props' and 'model packs'). That's kinda nice. The biggest things I'm gonna have to get used to are work-flow related. In RC, it seems that the 'left/right' button usages are backwards. Left clicking brings up 'uses' of whatever tool you're using, and right clicking is for selecting/moving stuff. Wierd...I'm gonna try 'reversing' my mouse buttons to see if that makes it easier for me. Also, the screens for all tools are limited to a maximum of 1024x768 at this time. If you are that size, it's 'full screen'. If you go bigger, it goes into window mode at 1024x768. I'll have to see how I like to work in it. Oh, as an aside to that, the text for the tool buttons seems blurry to me; I suspect it's my video settings (I have it set to AAx4 and AFx4 and not 'by program preferences'). Anyway, from the looks of it, it's getting more and more powerful with regards to rendering stuff come v2.0. That'll be nice. From a "make a game on your own" point of view...I'm not dissappointed. It's definitly looking 'easier' to get a base RPG-style game up and running that 3DGS...at the cost of customizability. Still, you can customize RC quite a bit..as long as you're not trying to do something other than MMORPG/RPG. Which is just fine, because it doesn't try to be 'versitile'. The scripting seems fairly powerful. And as soon as v2 gets out, and then they get the Pro version going you will have full source code to the engine. Well, off to spend a day playing around with import/export and learning the tools.
^_^
"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: Realm Crafter
[Re: Damocles]
#112728
02/21/07 12:28
02/21/07 12:28
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Joined: Aug 2005
Posts: 186 Beneath the Surface
alpha12
Member
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Member
Joined: Aug 2005
Posts: 186
Beneath the Surface
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have got this along time ago,you can see from their test,if you wanted to make mmorpg for 20 people then it's ok for you ,cmon dude what you can expect from 50$ whatsocalled "mmorpg engine" , did you even know that delay public release of 2.0 since 5 months ago! here is their TON of RC2 todolist left : Quote:
GE Various Minor Application bugs (Fixes Ongoing: Update Thursday 25th) Missing tabs or features (i.e. Gubbin/Armoury: Ongoing) Picking Errors Fixed End Graphics Fixed: Needs confirmation from Testers RCTE Terrain Fixed Untextured Objects (X Meshes) Fixed Unloadable Objects (Some Meshes) Fixed Clear Surface Fixed Actor Model Crash Fixed B3D Leak Partially Fixed, reduced from 12MB down to 1-2 Mipmapping on Alpha's Fixed D3D Effects Framework Documentation
Client Mesh Animations Rendering Optimizations of shaders, textures, lights, and stream source 3D Sound Library Object Shaders Scene Shaders Reflection Shaders (Proposed) Post Processing Shaders Tangent Space shaders Full Screen TurnEntity Global Flag
Shaders Lit Object 1 & 2 Alphas & Particles Terrain - LOD Terrain MegaTerrains Trees Shadow Mapping Water Normal Mapping Parallax Mapping Bloom/Tone Mapping Black & white Cel Shading
RC Tree System version 2.0 Core Code (Completed) Lighting Swaying Normal Mapping Sub-Surface scattering Shadows
Estimate Completion?1 Year? 5 Months Delay+another 1 Year?Great!
A RC1 test result run by their staff :
Quote:
ok npc count: 100 frames were about 4 frames per second very unplayable. Keep in mind the npc's were all in view though.
Specs
amd 64 bit 3400 ram: ddr 400 1.5 GB
they will release RC2 Pro for 100$,50$ upgrade if you own current license,which mean you can get some source code of their hybrid c++ + blitzplus + blitz3d engine,imagine if you do that? you need to learn straight 3 different languages , in compare with wellknown Torque for it's networking capability,buy TGE and Mmorpg kit if you wanna serious in mmorpg,just need to learn their c script language and c++ .i don't want to advertise this but just wanna save you guys who is serious for another worthless money spent
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Re: Realm Crafter
[Re: alpha12]
#112729
02/21/07 14:57
02/21/07 14:57
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
OP
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OP
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Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya. Yeah...their "list of things to do" has me doubting their 'early 2007 release'. But, what the hell. I like new toys to tinker with. I'm sure I'll get at least a couple of months of fun outta these. Their interface and hot-key choices leave something to be desired, that's for sure! You can tell that the guy(s) writing it are 98% programers and 2% artists...I guess it makes perfect sense to them to use Ctrl-Right Click to place a model on a map, and regular old Left Click to...uh..to do absolutely *nothing*. o_O Talk about non-standard! But still...it seems that once I get all the little fiddly bits down it will be fun to just kinda 'make an RPG'. (I'm not planning on an actual MMORPG...what I would want to do, RC couldn't handle; I knew that before I bought it). I still love A6...probably use it primarily still...but RealmCrafter is kinda like grabbing a cheeseburger, fries and a large coke. Its fast, easy, fun and tastes good...but it still doesn't beat barbequeing your own top sirloin, baked potatoe (with soure cream, chives and bacon), and and ice cold beer. RealmCrafter is the 'fast food' of the RPG engine creation tools I guess. It's good for what it does, but you can't really live off of it.
^_^
"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: Realm Crafter
[Re: Paul_L_Ming]
#112730
02/23/07 04:13
02/23/07 04:13
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
OP
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OP
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Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya. Ok. Uh, to put it bluntly... there are a LOT of 'fiddly bits'. The biggest problem I have with it is the documentation. A6's documentation is absolutely phenomenal when compaired to RC's. The 'tutorials' are not much more than "Click button 1. Now click button 2. Now click button 3. Done." ...in other words, it tells you what to do, but it doesn't explain why and what you are doing. The documents on a tool consist primarily of having a picture of the interface, and then a one-liner telling you what the button does. For example, You might see a picture of a tab called "Actors". The description would be "ACTORS - Click this to add actors." Oooo...kaaaayyyy... What *is* an Actor? *shrug* What can be an actor? *shrug* Do Actors have to be bipeds? *shrug* ...I think you get the point. In short, it seems like the program was/is documented by the programmers. They make the assumption that everyone knows about programming and how things work or dont work... "Well, what do you mean? C'mon! Everyone knows what a vertex array matrix is! Sheesh!"... When I saw the list of what was comming up in RC2 I was pretty excited about all the graphical enhancements I'd get to play with. Now, I'm most excited about decent documentation and starting tutorials! Still, I'm not dissapointed. The more I play with it, the more I'm figuring it out on my own. I was hoping it would be a LOT more striaght-forward...kinda like DarkBASIC Professiona's "FPS Creator" style program, but for RPG's. Ahh well...I'm still not sorry I bought it.
^_^
"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: Realm Crafter
[Re: Paul_L_Ming]
#112731
07/04/07 06:56
07/04/07 06:56
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
OP
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OP
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Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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UPDATE!
Changed my mind. I'm kinda sorry I bought it. The documentation is pretty much useless or non-existant...and with RC2, for some reason, if you aren't connected to the internet, you can't access the documentation/help files. o_O
Crashes, I think, have to be part of the feature set. These are totally unexpected crashes too. You're clicking along, placing stuff, moving stuff around on your map, then BLAMMO! Crash. Why? No idea. It could happen when you are simply moving a house back to where you had it in the first place. Or maybe you rotate the camera to get a better view. Or maybe you are clicking a different tab. It will work perfectly fine for several of these 'opperations' (whatever they are), then, for some reason, it will just crash.
The importing/exporting and deleting of objects is mucho-screwdo. You have to do to many copy/paste/import to get a simple model into your project. You can "import a mesh"...but you have to 'pre-import' it first by copying the mesh into your project's folder (using normal Windows copy/paste/explorer methods; you can't do this from within RC). Along with it's texture...even if the .b3d format can store the texture in the object file...you still have to import the texture seperately using "import texture". Of course, you do that after you've already copied the texture to the *same* directory that you copied the mesh into (not imported using their "import mesh" tool; that's different). Confuseing? Yeah, it is.
Call me crasy, but I think when I read "Import Mesh" it should ask you for where the mesh is you want to import it, and where you want to store it in your project...and the program should do all the rest.
Lighting is also a bit odd. Seems too bright most of the time. But, I guess RC2, when it's finally 'finished' and not in beta, this will be taken care of.
All in all, RC has/had potential, but with very backward workflow, some nasty unstability, and virtually no documentation. Not worth the nigh-$200 I paid for everything...yet. Maybe when/if RC2 gets finalized and stuff, but right now, I'd have to tell folks to keep away from it.
^_^
"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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