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Re: GameCore 2.0 release [Re: ratchet] #267281
05/22/09 22:42
05/22/09 22:42
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
I purchased it just for testing it, at a reasonable price, after expiring the one month trial since I have got a very good impression
Torque ?
The new engine may be good , not yet available as far as I know, but the "classic" Torque is simply horrible

People are complaining about the lack of documentation
I went through Game Core 2.0, well I could grasp the basic principles
Torque's doc is, or at least it was, when I tried this engine an insult to the common sense

You dont notice shadows in game ?
Arent' they important for a game , do you mean ?

Why dont you just use opengl or direct x then ?
Everybody can design an " essential " engine...no shadows, no advanced animations, no shaders, none of such useless stuff

Come on , you must have some prejudice against Game Core wink

Last edited by AlbertoT; 05/22/09 22:48.
Re: GameCore 2.0 release [Re: AlbertoT] #267292
05/23/09 00:58
05/23/09 00:58
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
i just said, if you don't have shadows you even can produce commercial title !
(don't worry, we have shaders and complete animation with unity indie) !
That's A7 commercial that have animation weights limitation.

Well, the main thing is tha you have pleasure using it wink
And perhaps make a commercial/casual game ?

For me, price is too hight ! I'll wait a year and i'll see
how have evolved Gamecore and Torque 3D smile


Last edited by ratchet; 05/23/09 01:00.
Re: GameCore 2.0 release [Re: ratchet] #267322
05/23/09 07:16
05/23/09 07:16
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
ok what I mean is

Shadows are supposed to be a standard feature nowadays
A guy who bought the Unity Indie version sooner or later wishes to have the pro version , too

In case of Game Core on the contrary there is absolutely no needs to buy the pro version for an amateur even though he can affordi it due to the fact that the Game core 2,0 Pro version supply real "pro" features

I mentioned the possibility to publish both for windows and for Mac
I can add the support to set up a master server etc

Game Core 2,0 price policy is quite fair and the lack of a finished game is not a main issue , for a new engine

If it is possible to code fragmnents of game or small levels than it is reasonably sure that the engine is stable

Re: GameCore 2.0 release [Re: AlbertoT] #267324
05/23/09 07:25
05/23/09 07:25
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Well , peronnaly i target casual games (causual action/RPG or flying game) .
I have shaders i need , so shadows are not an issue for my case.

If buyers want just an engine to play with , theres' cheaper solutions like Unity, A7, even more Ogre 3D (complete but needs programming a lot).


Well for Gamecore, ok it can be a good deal for 400$ , but for that price , i really hope people buying it will sell something , and for the moment there's nothing ?

Re: GameCore 2.0 release [Re: ratchet] #267328
05/23/09 07:48
05/23/09 07:48
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245

I simply dont like so much this kind of marketing strategy

I would prefer something like " Unity3d cost 1500 usd being much better than the competitor "
Probably it is true , unity3d really worth the money

Otherwise the price scheme must be consistent with the actual use of the sofware

Game Core 2.0 did it

Pro version is really for Pro users, only

I dont know whether Game Core 2.0 is good or not but I can not but appreciate this decision

Re: GameCore 2.0 release [Re: AlbertoT] #267462
05/24/09 07:11
05/24/09 07:11
Joined: May 2009
Posts: 1
I
ilovetoast Offline
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ilovetoast  Offline
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Joined: May 2009
Posts: 1
Just tried the new Gamecore Release and cant complain. I think the casual version will suit my projects fine, but have come to love some of the effects and features in the indie version and can see a pro version in my future with funding.

I am comparing multiple engines at this point, but the ease I got stuff working impresses me, specifically in the art pipleine(animated models integrated SO MUCH easier than Unity, and I didn't think that possible). Haven't tested anything complex on the scripting/physics side other than tutorials and script functions provided, but so far I am impressed.

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