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Re: GameCore 2.0 release
[Re: AlbertoT]
#262737
04/25/09 15:45
04/25/09 15:45
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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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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
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Joined: Apr 2008
Posts: 2,488
ratchet
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Joined: Apr 2008
Posts: 2,488
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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 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.
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Re: GameCore 2.0 release
[Re: ratchet]
#263390
04/29/09 11:05
04/29/09 11:05
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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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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-comparisonBut 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]
#263595
04/30/09 18:21
04/30/09 18:21
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Joined: Oct 2006
Posts: 1,245
AlbertoT
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Serious User
Joined: Oct 2006
Posts: 1,245
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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
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Re: GameCore 2.0 release
[Re: AlbertoT]
#263627
04/30/09 21:32
04/30/09 21:32
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Joined: Apr 2008
Posts: 2,488
ratchet
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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.
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Re: GameCore 2.0 release
[Re: ratchet]
#263636
04/30/09 22:59
04/30/09 22:59
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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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 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
Last edited by AlbertoT; 04/30/09 23:00.
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Re: GameCore 2.0 release
[Re: AlbertoT]
#263641
05/01/09 00:01
05/01/09 00:01
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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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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