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3d GameStudio vs Doom, Quake, etc engines #37254
12/01/04 19:30
12/01/04 19:30
Joined: Dec 2004
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wildcard Offline OP
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Hello,

I have a question regarding the 3d Gamestudio Engine. How does the engine do in comperison with other engines such as Doom, Quake, etc.

Thanks,

Wildcard

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: wildcard] #37255
12/01/04 21:06
12/01/04 21:06
Joined: Aug 2004
Posts: 2,215
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ISG Offline

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3DGS Cost is much less


Ground Tactics - Coming Soon
Ground Tactics OFFICIAL WEBSITE
Re: 3d GameStudio vs Doom, Quake, etc engines [Re: ISG] #37256
12/01/04 21:24
12/01/04 21:24
Joined: Dec 2004
Posts: 84
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wildcard Offline OP
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Yes, besides that, I was thinking of performance and flexibility.

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: wildcard] #37257
12/02/04 02:20
12/02/04 02:20
Joined: Dec 2003
Posts: 23
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Clay Offline
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In short, very flexible and capable engine 3DGS is.
To see some of the new stuff happening here, head over to the user contributions and look at the Normal Mapping threads. Doom3 quality right there.

Also, as far as i know, most editions can achieve this quality. So very inexpensive, very flexible, awsome forum support.

What type of game you looking to make?
Thanks, Clay out...

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: Clay] #37258
12/02/04 02:32
12/02/04 02:32
Joined: Jul 2003
Posts: 1,563
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blaaaaa Offline
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i think you cant compare 3dgs to doom 3, because doom 3 costs at least a few hundred thousands of dollars, and 3dgs not!

to the normal mapping:

you know that the 3dgs performance with a whole level normal mapped is quite low? at the moment doom 3 is faster!

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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Clay Offline
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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...

Re: 3d GameStudio vs Doom, Quake, etc engines [Re: wildcard] #37260
12/02/04 05:03
12/02/04 05:03
Joined: Jul 2000
Posts: 8,973
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Doug Offline
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Doug  Offline
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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.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: 3d GameStudio vs Doom, Quake, etc engines [Re: Clay] #37261
12/02/04 17:09
12/02/04 17:09
Joined: Dec 2004
Posts: 84
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wildcard Offline OP
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To all:
Thanks for the feedback, I appriciate it.

To Clay:
I am thinking to build a 3d shooter like Battlefield 1942. But different scenario offcourse

I guess this could be done with 3DGS.

Thanks,

Wildcard

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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Clay Offline
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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...

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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blaaaaa Offline
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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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