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Geek Culture / Industri

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Shadow Robert
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Posted: 5th Sep 2003 23:35 Edited at: 5th Sep 2003 23:39
For any Quake fans out there... this is truely the ULTIMATE Modification, or atleast it will be when they finish enough levels for it to be worth downloading for the storyline.

Essentially this is an engine based on the Tenebrae QuakeGL Engine, and although the guys only claim a little credit for what they've achieved - they're being DAMN modest.
Firstly they've overhauled the ENTIRE engine with alot more GeForce specifics (Radeon users don't moan, none of the coders or artists use Radeons - its hard enough creating shaders for hardware you do have let alone what you don't) ... that said the engine as a whole is around 20-30% faster than Tenebrae 1.3

that might not seem like such an achievement considering that Tenebrae was mostly software rendering with some specific enhancements - but its more impressive when you notice that even on GeForce256/2/4mx card this will still work impressively fast on a 1.2ghz system in fast mode.

They've upped the graphics as well, not just a little they're reworked the bump mapping, there is now properly Per-Pixel Lighting (which REALLY shows), better cube mapping and the entire engine has been given far more atmosphere to it - mostly just to aid the appearance of the Industri world which right now is without a story but i'm sure Will is ontop of this, no doubt a few things swimming around his big creative head

the most impressive thing here though are the actual graphics, click on the screenshots below ... no doubt they're gonna add alot more over the comming months - especially step up development a gear when Tenebrae 2.0 is finally released. But for a Decade old engine, this is looking MIGHTY fine to me.
The screenshots don't even begin to convey the true depth of the atomsphere which is what this entire engine is ALL about.

Anyone who wants to downlaod this then its a 30mb download from http://industri.sourceforge.net

for GeForce users it is WELL worth the download, and it still doesn't perform or look to bad on Radeons either (but you'll need 9500pro or better else forget it)

Specs:
Athlon/Pentium3 600Mhz Processor (Duron/Celeron 800Mhz/850mhz)
GeForce3 with atleast 32mb Ram
64mb Ram (96mb WindowsXP/2000)
16bit DirectSound Capable Soundcard
DirectX 8.0 or better
OpenGL 1.4 or better

if you want to use a GeForce2/4mx then you'll need a 1.2Ghz Althon/Pentium3 (Duron/Celeron 1.5ghz)




(^_^) definately gonna be one of the games to watch out for in a years time though, and certainly a good test of what your cards performance can push prior to Doom3 or HL2's release eh

Megaton Cat
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Posted: 6th Sep 2003 00:09
arg too dark, cant see screene
although i dont play quake so i dont know wat u are babbling about
(skipped half of it)

Comin soon: MegatonCreations.tk
Now all we need is an actual game!
Also: reviewing the games no one else bothered to
CattleRustler
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Posted: 6th Sep 2003 01:03
me too,
adjust brightness of pic and repost please
looks cool

-RUST-
Preston C
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Posted: 6th Sep 2003 01:28
set monitor brightness to 100 to see the pic...

Man, leave it to our Tech Wiz Raven to find something like this! Kudos!

*NWC_Omega remembers that Kudos what in the RGT forum*

Nevermind


Ordered Dark Basic Pro. 1-3 Weeks remaining!
School Started, let the CHAOS BEGIN!!!
Rob K
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Posted: 6th Sep 2003 14:23 Edited at: 6th Sep 2003 14:25
[Rambling posts deleted]

Raven, you are partly right - but I don't want this thread to turn into a flamewar. Thanks

Industri looks great, I have a Radeon card so I guess it won't look as good as it could - but its nice to see how people put time into updating the classics

Ronaldaveo
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Posted: 6th Sep 2003 16:39 Edited at: 6th Sep 2003 17:59
he he he raven's "nKOWLEDGE" of graphics cards bemuses me

looks like a great game coming along though
Shadow Robert
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Posted: 6th Sep 2003 21:04
yeah probably was for the best Rob, just you can't imagine how much that behaviour irks me.

if your Radeon is powerful enough it should look similar to the screenshot ... those were taken on an FX5900ti - had full options HTC Intellisample Emulation - FSAA4x AF8x TSampling
ran on my Athlon 1400+ at a very respectible 160fps , same setup on my FX5200 machine though ran closer to 8fps lol still playable i mean thats about the framerate i remember on my old 486 hehee

Quote: "he he he raven's "nKOWLEDGE" of graphics cards bemuses me"


funnily its other peoples interpretations on graphics cards that amuses me ... none of this uses Cg, which means that Shaders aren't recompiled at runtime specifically for the hardware.
Although Shaders are a standard format, how they implimented aren't.

think about it this way, you have BSP right ... now you have Id's Quake3 BSP and you have Raven's JK2 BSP - although both formats are technically identical at the core, they have small features which mean they won't perform the same on the others executeable that is provided they will even load at all.
Raven's have Collision speed enhancements when using thier engine, whereas Id's has much better Shader speed.

This is true of the nVidia GeForce lines and ATi Radeon lines of cards ... although you make a Shader for one card, it is very likely it'll work on the other card - however the speed it performs at, it's end visual result and even stability are never guarenteed the same.

-- -- --

perhaps that makes the situation a little clearer to you, and not so 'bemusing'.
if even 10% of the games developers using Shader knew even half of what i knew perhaps we'd have games which were one HECK of alot more stable... as it stands there are only two companies who actually understand this, id Software who only use OpenGL and really the engine designer understood the flaws within Shaders before they even released specification 2.0

i mean you would've though most ASM programmers would've understood this anyway. Think about it for a while, why were the Win9x Windows series so unstable? Because they used a Generic x86 processor routine ... Windows2000 and XP both use specific processor routines, it makes the system alot more stable.

Ronaldaveo
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Posted: 6th Sep 2003 23:04 Edited at: 6th Sep 2003 23:18
Its not to do with that, im too stupid to understand most of it , but its the contradictions that you used in your post which are ultimately biased towards nVIDIA. Im against biased it just seems to annoy me

If have nothing against nVIDIA im using a geforce 2 in my (overclocked) 3200+ system at the moment unill i can afford a better card. (building it piece by piece and had a spare one)

I consider these cards to give similar performance, they were designed to do that as they were/are marketed in the same price bracket.

9800/5900
9600/5600
9200/5200 - this one is differnt due to the directx spec but if it runs on a geforce 2 what difference does that make
9700,9500/geforce 4
8500/geforce 3
7500/geforce 2

Quote: "for GeForce users it is WELL worth the download, and it still doesn't perform or look to bad on Radeons either (but you'll need 9500pro or better else forget it)"


On this im assuming that u would need at least a 5600ultra or geforce 4 ti because it gives compareable performance but then u say

Quote: "if you want to use a GeForce2/4mx then you'll need a 1.2Ghz Althon/Pentium3 (Duron/Celeron 1.5ghz)"


Wait so an 8500 wouldnt be worth running the game on even though on the website and you say it would run on a geforce 2 (or 3 - website) hmm...

but i'll need 9500pro or better else i can forget it

It feels like you like to have a pop at ATi users whenever you can (i have one of those too 7000) that just irritated me its nothing too big but i was in an annoyed mood at the time
Ian T
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Posted: 6th Sep 2003 23:18
'9700,9500/geforce 4'

The 9700 whips all the early FX cards . It dosen't have the shader capailities obviously, but the 9800 dosen't have all of them either, so...

The 9500 is actually a great competitor for even the best GF 4 TI card, the 9700 is way out of their league.

--Mouse: Famous (Avatarless) Fighting Furball
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Ian T
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Posted: 6th Sep 2003 23:45
I think I'm missing the point...

Why in the world are they using Quake?

If they're using a non-Quake engine, and aren't using Quake levels, why are they tying this into it at all?

Furthermore, this thing runs horrificly slow on my system. Is it pure software? My video card should be able to handle this at 100fps. I can play ut2k3 with all settings maximized and this dosen't look any prettier (particularly the very ugly shadows), so I can't think of any other excuse...

--Mouse: Famous (Avatarless) Fighting Furball
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Shadow Robert
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Posted: 7th Sep 2003 07:55
ReFuG you quite obviously have no idea how this all works,
firstly the 8500 doesn't even have Transform&Lighting let alone software shaders, which fine you wanna use one of them then you can add on an extra 800mhz to the processor speed to get it running at a comfortable speed.

the 9700 doesn't whip early FX cards, simply because i used a Radeon 9800pro testing here and even my FX5200 beats it in score ... this is even true when using 3DMark03 - i've never understood why people think the Radeons are powerful cards, they're just raw poly processors ... nVidia are setting the shader standards and support, ATi has no other option really than to either set thier own standards or make Radeons pure workhorses - which is all well and good for games now, but when it comes to Half-Life2, Doom3 or any other future heavy shader orientated game the Radeons just won't be able to hold thier own.

This is being resonated throughout the entire reviewer community atm as they get thier hands on HL2 and are baffled to why it runs so slowly on alot of thier Radeon Rigs.

-- -- --

hense the POINT in this game - if your card isn't capable of running this at a decent speed, atleast 30fps you can forget about Half-Life2 ... because your system just won't be able to hack it.

That aside i wanted to show everyone what a few dedicated people could achieve with a proven engine.

Sure Unreal Tournament 2003 looks better at full graphics and runs faster ... however no doubt your running UT2K3 at a higher resolution, probably with AF on -
- but remember this is using QUAKE Bsp - not Quake3
- it is bump mapping EVERY suface within the game
- it is using RT Reflections & Cubemapping
- it is using RT PerPixelLighting
- it is using Shader Glows
- it is using RT Shadows & Lights
- it is using RT Smoke

- it is NOT using Static Mesh
- it is NOT using Lightmaps
- it is NOT using a 5year optimised VIS routine
- it is NOT using particles to fake effects

alot of the Unreal2 engine uses ALOT of cop out effects which makes it fast no matter the hardware and setups, everything this uses is next generation technology.
Which means if your system is ready for the next generation of games, then it should run at a reasonable speed - not great considering the guys aren't really ready to optimise the engine yet, and ALOT of it is still heavily Quake based. Tenebrae 2 is a brand new Shader engine, based on Quake/Quake2 but still a brand new engine so should be alot faster

Tenebrae's orignal objective was to take an existing engine which everyone knew and adapt it to use Shaders ... and Quake was chosen simply because Quake2 is a multithreaded engine which makes it a pig to develop for

-- -- --

finally Mouse what system specs you have because i ran this on because the listed systems in the first post i tested before i posted them.
even my Radeon 9800pro got a respectible 30fps on my 1400+ system

Kangaroo2 BETA2
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Posted: 7th Sep 2003 15:54
Hey this is really cool, just tried it on my "works" FX5600, and it looks damned nice I like to see old games given the attention they deserve. Nice demonstration of shaders too

Quikly Studio Pro. Soon. Honest.
haggisman
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Posted: 7th Sep 2003 16:40
Quote: "firstly the 8500 doesn't even have Transform&Lighting "


Im pretty sure it does, since I have had a radeon 8500 for over a year. Heres a quote from Tomshardware...

Quote: "'Charisma Engine II' - The T&L Unit Of Radeon 8500
The name 'Charisma Engine II' found in Radeon 8500 stands for the 'fixed function' T&L-engine. The majority of games is still using this path since there isn't a whole lot of software titles available yet that would support vertex and pixel shader programs. Radeon 8500's T&L-engine is very powerful (over 60 Mtriangles/s) and able to process a lot more triangles than the T&L-unit of GeForce3, as you will see in the benchmarks."
Ronaldaveo
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Posted: 7th Sep 2003 16:49 Edited at: 7th Sep 2003 17:02
Quote: "firstly the 8500 doesn't even have Transform&Lighting let alone software shaders"


Your last post once again proves that you only see one side.
I dont know what alternate world you live in but a quick look at the ATi website tells me that the 8500 does indeed support shaders and T&L so to say that it doesnt is just plain lying.

http://www.ati.com/products/radeon8500/radeon8500/specs.html

Quote: "This is being resonated throughout the entire reviewer community atm as they get thier hands on HL2 and are baffled to why it runs so slowly on alot of thier Radeon Rigs."


Ill hold you to that, one of my friends has a 9800np. Im quite confident that hl2 will even run on my radeon 7000 just as it will on my geforce 2, it might not look as nice but hl2 is supposed to scale down to work on dx6 class cards.

Quote: "i used a Radeon 9800pro testing here and even my FX5200 beats it in score"


Once again what world do you live in...

There is no point in me arguing with you as you obiously get paid by nVIDIA in some form or another. I will not bother replying again as you will also probably reply again with some more interesting conclusions.

[edit] Haggis beat me to it
Rob K
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Posted: 7th Sep 2003 18:29 Edited at: 8th Sep 2003 01:28
Quote: " the Radeons just won't be able to hold thier own."


[Correction - DOOM was demoed on ATI BEFORE E3] Half-Life 2 was demoed on Radeon cards at E3. Therefore I am quite sure that Radeon cards will be capable of running next gen games.

Quote: "The 9700 whips all the early FX cards . It dosen't have the shader capailities obviously, but the 9800 dosen't have all of them either, so..."


The 9700 card has full PS 2.0/VS 2.0 support. The 9800 card also has full PS/VS 2.0 support and is the first card to allow unlimited shader instructions. This means that DX9 shaders are supported fully.

Quote: "This is being resonated throughout the entire reviewer community atm as they get thier hands on HL2 and are baffled to why it runs so slowly on alot of thier Radeon Rigs."


Gabe Newell (lead designer, Valve Software) has said that the Radeon is currently the best choice of card for HL2, but there isn't much to choose between NVidia and ATI

If I manage to find my battered copy of Quake later on, I'll post results.

Ian T
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Posted: 7th Sep 2003 19:23
Ignoring your baseless Radeon bashing (read above)... I have yet to see a good reason that this engine runs like crap on my fairly decent system. VERY poor design is all I can think of.

--Mouse: Famous (Avatarless) Fighting Furball
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Kevin Picone
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Posted: 7th Sep 2003 19:27 Edited at: 7th Sep 2003 19:29
Raven:

Quote: " perhaps that makes the situation a little clearer to you, and not so 'bemusing'.
if even 10% of the games developers using Shader knew even half of what i knew perhaps we'd have games which were one HECK of alot more stable..."


For somebody who is yet to demonstrate this apparent 'applied knowledge' of shaders. You can't seriously expect anybody to swallow that rubbish.

So where are your Shader examples/code then ?..


Quote: " as it stands there are only two companies who actually understand this, id Software who only use OpenGL and really the engine designer understood the flaws within Shaders before they even released specification 2.0
"


That's pure speculation on your part. What is more realistic to say, is that anybody who invests time in a language, will be able to see a languages limitations fairly quickly. While, certain developers might be more open about their impressions, i'll bet a lot of R&D departments are not also.

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
Shadow Robert
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Posted: 7th Sep 2003 19:42
Quote: "Both Doom 3 AND Half-Life 2 were demoed on Radeon cards at E3. Therefore I am quite sure that Radeon cards will be capable of running next gen games"


well thats funny, considering Doom3 never had a working test there it was an extended avi of the new features and areas.
and Valves computer happened to have a nice big nVidia Logo on the front ... would seem a contradiction in interests for them to display one logo of what the machine was running and be using something different inside it.
I suppose next you'll be telling me that they also displayed them on AMD processors

and really... Gabe Newell said that? the lead designer, yet on the nZone in an interview with the several of the HL staff they're saying that GeForceFX 5900 ultra is by far the best card for Half-Life2.

you mind finding me a similar statement on the ATi site?
the 9700/9800's DO NOT have the Extended Shader capabilities, and infact they don't even have 100% 2.0 support, not even the R480 or R490 have the extended support... and they certainly as hell don't have any 3.0 support at all.

Quote: "Charisma Engine II' - The T&L Unit Of Radeon 8500"

this again is amusing considering one thing, you need to program the use of this directly ... DirectX doesn't detect this TnL Support, just like it doesn't detect FSAA support in ANY Radeon Cards. Because it isn't Hardware driven, and certainly as hell can't even beat a GeForce2mx 100 let alone any other card.

you care to sit there and prove me wrong that your 9800pro can outperform my FX5200 - if you do then download Tenebrae 1.0 and run Quake with it @ a resolution of 1024x768x32 w/full effects, my FX5200 performs this at 35fps on an Athlon 800mhz agp4x

somehow unless you have a far more powerful CPU in your computer that your card will even come close to this, and my FX5900 ultra is capable of close to 24x the power of my FX5200.
i have benchmarked my 9800pro in this very machine which got a pittyful 28fps ... but if your card can perform this far better i would like to see it.

-- -- --

personally what i prefer more about the FX line isn't the fact that they are powerful, its the fact that they're not essentially tied to the resolution like the Radoens are.

my FX will perform nearly the same speed at 640x480, 800x600, 1024x768, 1280x1024 ... it truely doesn't matter much on an FX especially when your using Shaders, it will barely change speed between the resolutions.

-- -- --

not that ANY of this matters because i've already told you this game was developer with GEFORCE cards ONLY in mind, which is why it will perform better on GeForce cards over the original tenebrae.
It has nothing to do with which card is technically better here, it has EVERYTHING to do with the fact that they've developed specifically for it.

-- -- --

you know aht i find truely amusing though are the people who try to make out thier Radeons out perform the equvilant GeForce cards on WIMTBP games ... games which are develop with SPECIFIC GeForce speed enhancements - it is technically IMPOSSIBLE for the equivilant cards to performance better, yet you hear of people's card doing this all the time.
i've yet to see a factory default setting Radeon to actually outperform its GeForce counterpart, even when they are overclocked when they have beaten the GeForce in speed tests quite frankly the difference is nominal.

-- -- --

you wanna question my knowlage then fine goahead, just remember i have practical experience with these cards ... you can look at all the technicals all you like - if you brough up the technicals of the GeForce2 and GeForce4mx you'd see vs/ps 1.2 on them ... however they can only achieve this in rasterisation mode, they support them and quite fast too - but they're not HARDWARE functions.
Which really is the name of the game guys, if it doesn't support it hardware what is happening is your CPU is the fallback so unless you have a POWERFUL CPU then it isn't going to perform how the developers SAY it will.

Shadow Robert
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Posted: 7th Sep 2003 19:51
firstly... mouse again WHAT SYSTEM and GFX card are you running?
secondly, i've displayed a working shader when Oyaaa asked about shaders ... i also created a working example in another thread named Shader or something ... i've also given aways several variations on Toon Shading to the community - although i didn't release the accompanying DBPRO code i still released the shader anyway for use.

there are some other floating around too here'n'there.
you feel like looking for them then you'll find something i've done on them - and i am to date the ONLY user here who has working shader code in dbpro&shaders on this forum.
although Bullseye & DavidT also have working examples, i'm the only one who's released source.

Through all the posturing of everyone else who is so quick to judge me its amusing that the only other person to display working shaders here was neo, but his was actually taken directly from an SDK Helpfile.
Mine however were my OWN work ... and the amusing thing is i kinda taught Oyaaa what shaders were and howto to basic implimentation and i've also helped bullseye out a little - and talked to Lee a bit about certain problems the <4.1 systems had with shaders.
Bugs which were worked out of the 5.0 release.

and you'll soon see quite a bit of my shader work, how, what and where - you can all just be pleasently suprised about.
but i've just about finished something i promised someone, along with a few more things which he'll be extremely pleased with.

empty
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Posted: 7th Sep 2003 20:02 Edited at: 7th Sep 2003 20:05
Quote: "and you'll soon see quite a bit of my shader work, how, what and where - you can all just be pleasently suprised about."

Soon as in Zelda The Dark Pyramid? Or soon as in TPC DLLs (which as you stated were actually finished and you just needed to write the help files)?
Maybe you shouldn't announce that much and actually just release something if you want people to believe you.

I awoke in a fever. The bedclothes were all soaked in sweat.
She said "You've been having a nightmare and it's not over yet"
haggisman
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Posted: 7th Sep 2003 20:32
Quote: "this again is amusing considering one thing, you need to program the use of this directly ... DirectX doesn't detect this TnL Support, just like it doesn't detect FSAA support in ANY Radeon Cards. Because it isn't Hardware driven, and certainly as hell can't even beat a GeForce2mx 100 let alone any other card."


http://www20.tomshardware.com/graphic/20010814/radeon8500-13.html - oh look at the bottom image, the radeon 8500 is beating the geforce 3 on T&L performance...

As for having to programme it in, you are thinking of the original charisma engine on the radeon card. DirectX 8.1 had in built support as did later versions of opengl for these features of the Radeon 8500 like T&L.
Shadow Robert
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Posted: 7th Sep 2003 20:34
yeah empty i don't care, this thread isn't about ME its about this sodding game... which quite frankly i'm begining to regret even bothing to put this up.

sorry that something pretty much ground breaking and being developed by a bunch of flipping bedroom developers like yourselves using a GPL engine that any of you could get your hands on seems like a big waste your freakin' time.

i'm sorry somehow i though that SOME of your might actually be excited about the fact that there are titles being created out there which have more than the potential to play with the big boys ... but no your lot are more worried about proving me wrong about some trivial little thing that won't actually change the fact that you cards just won't cut it for this game, or the fact that you think the screenshots are too dark.

christ i mean just how damn'd self absorbed and important do your think you are.
THIS TITLE is IMPORTANT, Bedroom developers are dying out, christ even the UK developers are dropping like sodding flies right now - there have been 8 UK companies declaring recession in the past month alone with more companies on the way out including some BIG names.

Don't any of you care how important the work being done by any of these people is? Don't you people see how much projects just like this ARE vital to the survival of the worth of bedroom development?

It is one thing if this was being developed by some budget company, but it isn't ... titles like this show the ordinary people out there that bedroom programming and games development ISN'T dead!
Show me a title that any of you guys have made that can match upto this?

don't give me any bull about how darkbasic isn't equipped to reproduce this, because it could if you wanted to do it.
sure i have things that i could show off too ... and should release perhaps i could get some recognition that way - but i don't give a damn about recognition for anything i never have and i never will.
What i see infront of me is something that someone has worked very very long and hard in the few spare hrs a week he has had.

i don't give a damn what hardware it'll run ont, not do i care about any of my own projects - as long as SOMEONE out there is getting recognition for excellent work they're reproducing be it with this deeply atmosphereric engine overhaul, or with a cute cat from buffy the vampire slayer.

If someone is ACTUALLY making worth of something, i find it sickening that all you guys can really think about is "how can we show Raven up today."

rather than showing support for something and perhaps you might get them to add Radeon card support as well IF maybe you asked him if you could be a beta tester ... but Noo, god forbid the more notroious users around here actually think of anyone elses projects than thier own or to do anything cept make fun of others.

guess it must be ME who has his priorities all screwed up around here, eh.

Shadow Robert
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Posted: 7th Sep 2003 20:49
haggisman, my GeForce2mx 200 outperforms all of those results, and its the slowest card in the GeForce2 line.
and the GeForce256 is capable of outperforming my 2mx200 - so feel free to explain how a GF3 is capable of such abismal results, even more interesing is the fact that the GF2GTS and the GF3 don't appear to perform any differntly in TnL
but the GeForce3 has a faster and more optimised TnL engine, care to explain that?

across the web all i see are results that glorify the Radeons and those who condem then GeForce. Sometime i guess i will learn how my unoptimised hardware is capable of outperforming these cards ... funny thing being is these same people claim quite stupid speed results in games which when i try them i never get close to what they get.

I say on that very site might i add that Quake3 full options 1024x768x32 ran at 70fps on a GeForce2GTS on a Pentium3 500mhz ... which is weird because when i had one i tried it and my card could only muster 50fps.
playable but still well under what they said - yet in the tests somehow my card outperformed thiers and got a higher mark.
never have trusted site for information and i never will ... the card that performs better is always the one they prefer at the time.

and if you guys want to know a true test of what cards can do ... TGC between them has a GeForceFX 5900 Ultra and a Radeon9800pro
perhaps you could ask THEM to do a real speed test in DBpro between the two, and see in a working environment which actually performs better.

i can't stand ATi cards, they never do what they say on the box, thier support is terrible, the speed is NEVER what everyone says it is ... and quite frankly thier a pig to flipping develop for too.
They're not even half decent as rendering card either.

Kevin Picone
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Posted: 7th Sep 2003 20:54
Quote: "
there are some other floating around too here'n'there.
you feel like looking for them then you'll find something i've done on them - and i am to date the ONLY user here who has working shader code in dbpro&shaders on this forum.
although Bullseye & DavidT also have working examples, i'm the only one who's released source.
"


Erm one maybe two examples ?. That's hardly the production output anybody would expect from an apparent virtuoso on the subject of shaders, now is it ?.

Quote: "
Through all the posturing of everyone else who is so quick to judge me its amusing that the only other person to display working shaders here was neo, but his was actually taken directly from an SDK Helpfile.
"


The publics interest in writing shaders is not at question. There are many determining factors, as always. However, Your outrageous claims are. I don't see how criticising others shader work (even if they were from the help), in any way validates your above statement ?.

i.e

---- "if even 10% of the games developers using Shader knew even half of what i knew perhaps we'd have games which were one HECK of alot more stable..."

Quote: "
and you'll soon see quite a bit of my shader work, how, what and where - you can all just be pleasently suprised about.
but i've just about finished something i promised someone, along with a few more things which he'll be extremely pleased with.
"


Well, show us, don't tell us. But it's not like we haven't heard it all before..

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
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Rob K
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Posted: 7th Sep 2003 21:11
Raven, you need to check your facts.

Half-Life 2 was demoed on ATI at E3 (see linked links):

http://www.google.co.uk/search?q=Half+Life+2+demoed+on+ATI+at+E3&ie=UTF-8&oe=UTF-8&hl=en

Here is a GeForce 5900 vs Radeon 9800 benchmark for those interested (make what you will of it):
http://www.ocaddiction.com/articles/video/fx_5900ultra_vs_radeon_9800pro/

haggisman
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Posted: 7th Sep 2003 21:12
Quote: "haggisman, my GeForce2mx 200 outperforms all of those results, and its the slowest card in the GeForce2 line.
and the GeForce256 is capable of outperforming my 2mx200 - so feel free to explain how a GF3 is capable of such abismal results, even more interesing is the fact that the GF2GTS and the GF3 don't appear to perform any differntly in TnL
but the GeForce3 has a faster and more optimised TnL engine, care to explain that?"


Sure it does... Where are your results on the online 3dmark browser? The top geforce 2mx cards T&L performance was half of mine, and the top geforce3 was just about on par with 1 light but futher back with 8.
Kevin Picone
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Posted: 7th Sep 2003 21:17
Yes, the project posted looks good.


Quote: "
Don't any of you care how important the work being done by any of these people is? Don't you people see how much projects just like this ARE vital to the survival of the worth of bedroom development?
"


In case it slipped your attention, this is an entire community of bed rooms coders. The success or failure of other independent coders isn't going magically make our creations look better in the eyes of buying public.

That's up to each of us.

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
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Kangaroo2 BETA2
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Posted: 7th Sep 2003 23:55 Edited at: 7th Sep 2003 23:58
Whys everyone flaming Raven? Chiiiiiiiiillllllllllllll

Although I agree, HL2 WAS demoed on a ATI card. Although I'm pretty sure it'll become an Nvidia "way its meant to be played" game... Doom 3 already is, but can't have been demoed real-time on ATI or Nvidia 3d hardware, as it was VIDEO of the game engine so far (Unless of course ATI out perforce NVidia card in the playback of uncompressed hi res AVI files lol)

Actually according to a report I just read this morning in the latest MCV, NVidia are signing up as many as possible new games to become twimtbp titles, in a bid to de-confuse the pcgaming public, meaning a user will only buy games with the logo as they know it is guaranteed to work perfectly and as the designers intended on their system. Personally I don't see exactly how this will work with the wildly varying other specs of PCs, but NVidia are pouring millions in trying to create an industry standard brand, along the lines of Microsoft's Plug and Play ideals. Basically I just mean that for the next 5 years of gaming, almost all major PC releases are going to be specifically recommending NVidia cards. Not sure whether that's a wholly good thing or not, but the full article certainly makes a lot of sense. ("We're trying to make PC gaming as reliable as console gaming where even the most technically illiterate can pick up a controller." - Darryl Still, head of European Developer relations, NNVidia, 5/9/2003

I'm not saying that all Nvidia cards are better or anything like that, but it looks as if they will be the industry standard for a good while to come. Its certainly going that way at the moment, and they are considerably richer than ATI, so maybe they can pull this off.

Back on topic, for a bedroom coded game its damned impressive, and it shows that you don't have to be a hundred piece dev team with a million pound development fund to get impressive results from the latest technology

Quikly Studio Pro. Soon. Honest.
Rob K
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Posted: 8th Sep 2003 01:27
Correction to what I said earlier. DOOM 3 was demoed elsewhere on ATI cards a couple of months before E3. As K2 has already said, it was just vid at E3.

What we have to be thankful to NVidia for, are all the various technologies and standards that they have come up with over the past years. They introduced TNL, and effectively pioneered shaders (with the GF3). They also created the popular Cg language, and they are the first company to offer a fully up to date DX9 card for the masses (the FX5200).

I personally reckon that you get more bang for your buck with ATI, but that's just me

Ian T
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Posted: 8th Sep 2003 02:17
Just a video at E3? Hmm... I thought that it was the demo at E3 that leaked out all over the net and caused that huge stink... must have been a video of the demo .

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Falelorn
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Posted: 8th Sep 2003 03:30
The video at E3 was Doom 3 running on a Xbox. At the end of the video the Xbox logo hits.
Shadow Robert
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Posted: 8th Sep 2003 09:49
Quote: "Erm one maybe two examples ?. That's hardly the production output anybody would expect from an apparent virtuoso on the subject of shaders, now is it ?."

i don't really have to spend ANY time creating anything here.
i've helped out a few users here with shaders as and when they've asked me ... i'm not going to go out of my way to demo some "super-fantastic" thing just to prove i can do them, my examples speak for themselves, and i still the ONLY member here with shader code which is my own as well as working DBPro accompanying code with some.

This includes Fur, Fresnel Relfection & Refection, Aniostrophic Shading, Bump Mapping and some other simple examples.
the most i've seen from another users in the way of ACTUAL code sofar is neo and his basic shader example which was literally copies.

i've explained what shaders are, i've explained howto get them working in DBP even under the old system & the bugs the old system has to keep away from.
i'm the only person aside from Lee who showcased WORKING shaders in DBP 4.1 and below...

so until someone else is capable of saying the same i'd strongly suggest ya'll lay off me conserning Shaders - even when i do showcase work none of you are ever damn well happy and quite frankly why the hell should i even bother to do anything to help any of you if this is what i always get for it.
atleast there are a few users out there who i've helped that actually appreciate it.

-- -- --

as for the HL2 show system, you can find me all the sites you like ... but i poped in an out of E3 all well because of business i was doing at the time and HL2 was one of the games i got to see, i also found out alot of information about the rig they were using considering the game wasn't exactly at a reasonable speed imo.

it was using a Pentium3 2.52 HT w/1Gb RDRAM 400mhz w/GeForceFX 5900 ultra prototype version w/DirectX 9.00 SDK Retail w/Windows 2000 SP4
the box even had a little nVidia logo and intel P4 logo on it.
i'm sure all of these sites you've found on the trustworthy google must have more information than the guy who was actually running the booth though eh.

if i remember Lee went to E3 as well, and no doubt he also stopped by the HL2 booth - why don't you ask him eh, the guy at the booth was fully prepared to state the system specs apparently alot of people were interested.

-- -- --

Doom3 LAST YEAR was an alpha demo which was leaked, and that time it was demo'd on an GeForce again, the 4Ti4800 simply because it was the fasted on the market.

This year it was simply a technical demo, don't remember and XBox logo at the end - maybe that was the released copy for gamespot or something. id Software aren't actually handling the XBox translation, another company is - but i forget the name.

-- -- --

and bar what anyone things, if even ONE title can prove that it is capable of producing the same effects and graphics as the current professional titles THAT will get the bedroom developers more noticed ... because magazines and such pick up on this and showcase these programs, Serious Sam for example was another bedroom development gone pro - which inspired a few people to want to create thier own versions of it, and the fact that it was originally just bedroom developers probably helped a good few to think "well if they can do it then i can too!"

the economy right now within the games industry is dieing, so much so that even the larger names are feeling it and belt tightening is going on atm. this WILL effect smaller companies like TGC if stronger and much larger userbases cannot be established.
sure revenue could be created by just releasing the next version of the language - but honestly how well do you think it bodes for the next one to actually do well if it ends up with similar teething problems to pro?
TGCs main focus is going to be to try and attract new customers rather than trying to get the old ones to cough up more money ... and the way this can happen is by very highly publicied titles suchas Industri (which is programmed by just 1 man, the team of people in the credits helped with support 1 other made the levels, 1 other made the textures, 1 other converted the mdl models to md3 thats it) - no Industri wasn't made with dbp, however if it is shown in the light of a bedroom developer game and not a C++ game ... it'll show that bedroom developers are just as capable as professionals and that anyone can really do it.

the same impact of a product wouldn't be the same if it came from me, yeah that'd look great to inspire people "bedroom developer Robert Lettan who works for ** entertainment, has created this title using the language darkbasic pro"

doesn't really have the same appeal as someone who is a)a nobody in the industry and b)doesn't actually work for one of the largest games companies in the industry.
the first thing that would go through my head reading something like that is "he already knows what he's doing" ... regardless perhaps my position in the industry i.e. being in an artist position yet doing programming for this game.
The first impression of the situation would be that i've had help doing it and i do this for a living probably with professional qualifications.

in situations like this you always have to think about the FIRST impressions and information passed down. reviewers are quick to make ties to the industry, its like if TGC made a game with DBPro of pro quality ... the first impression is "they created the language, how could i possibly be as good as that!?"

regardless of the background this is the first impression.
to someone who doesn't know, application and games programming come under the same title - programming! they're very different worlds to you and me, but to someone who isn't into any of this - they're exactly the same.

-- -- --

really it seems pointless to explain, cause some people here have already passed judgements and are being so close minded i'm surprised any of you are still even programming ... or maybe its just because it was me who posted this and ya'll felt it was a good opertunity to just have a pop.

eitherway what half of you have done here you should be ashamed of, becuase this is some of the most impressive work i've seen - not just visually but if any of your took the time to download and look at the source it is just impressive what they've been able to achieve with just an old and slow engine.

-- -- --

oh and TWIMTBP title/association with nVidia means that the title has been developed with specifics to nVidia graphics cards - will work faster, more stable and oftenly has a few trinkets specific to the nVidia card range.
although nVidia have spent millions on people to go into the main companies they want on thier side in the use with thier hardware and doing specification checks to make sure the developed software meets thier standards ... there are alot more developers who have applied for WIMTBP licenses to be part of the program.

even if you don't agree that nVidia hardware is faster than the ATi equivilants, nVidia are the pioneers within this industry ... they took down 3DFX who were really the creators of the 3D Acellerator, they've been setting the standard for technology ever since.
And although ATi incorportate what nVidia are setting into this own cards, they're not actually making these effects AS good - instead they just increase the pure polygon processing to make up for thier lack of expertise.
even with simply pumping more raw speed into thier cards ATi is quite obviously finding it hard to keep up, in new developments and in overall speed.

although on that note, my FX5900ti performs quite a bit better than the 5900 on show there ... and my 9800pro 256 doesn't quite cut the same scores that that card is getting.

Tested w/both a Pentium4 and AthlonXP on thier repsective motherboard types Via/nForce2/Northridge

the FX5900ti actually performs a good 15% better on the nForce2 chipset.

Neophyte
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Posted: 8th Sep 2003 12:41
@Raven

Quote: "Through all the posturing of everyone else who is so quick to judge me its amusing that the only other person to display working shaders here was neo, but his was actually taken directly from an SDK Helpfile.
"


No, it wasn't taken from the SDK help file. It was taken from the book the Cg tutorial like I stated right before I posted it. I don't know about you but I'm honest about where I get my code from.
haggisman
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Posted: 8th Sep 2003 18:56
Quote: "THIS TITLE is IMPORTANT, Bedroom developers are dying out, christ even the UK developers are dropping like sodding flies right now - there have been 8 UK companies declaring recession in the past month alone with more companies on the way out including some BIG names"


What makes this title any different than stuff already made? TBH it looks like a run of the mill FPS where you shoot monsters, they might as well chuck in some color coded keys to open doors to finish it off. Making just another FPS game no matter how good it looks would not save bedroom coding.
Ian T
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Posted: 8th Sep 2003 19:26
'although on that note, my FX5900ti performs quite a bit better than the 5900 on show there ... and my 9800pro 256 doesn't quite cut the same scores that that card is getting.'

It's well known that your Radeon cards get mysteriously low scores. If you don't mind my saying so, I'll trust an impartial source when it comes to video cards...

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Kevin Picone
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Posted: 8th Sep 2003 20:54
Raven,

Quote: " i don't really have to spend ANY time creating anything here. i've helped out a few users here with shaders as and when they've asked me ... i'm not going to go out of my way to demo some "super-fantastic" thing just to prove i can do them, my examples speak for themselves, and i still the ONLY member here with shader code which is my own as well as working DBPro accompanying code with some.
"


Now isn't that ironic. So rather than create some more helpful examples, or Take a few seconds to make a few snapshots/source examples to show/validate your previous ridiculous claim, you'd rather post another 4/5 pages on your self proclaimed 'all round expertise'..

Nothing in your previous statements/claimed shader related achievements gives you the right to make this level of 'unsubstantiated' statement.

--- "if even 10% of the games developers using Shader knew even half of what i knew perhaps we'd have games which were one HECK of alot more stable..."


Quote: " This includes Fur, Fresnel Relfection & Refection, Aniostrophic Shading, Bump Mapping and some other simple examples.
the most i've seen from another users in the way of ACTUAL code sofar is neo and his basic shader example which was literally copies."


Lovely..Now since you have already made these, you can SHOW us and stopping telling us about them, hey Jim bob.


Quote: "
io until someone else is capable of saying the same i'd strongly suggest ya'll lay off me conserning Shaders - even when i do showcase work none of you are ever damn well happy and quite frankly why the hell should i even bother to do anything to help any of you if this is what i always get for it.
atleast there are a few users out there who i've helped that actually appreciate it.
"


chuckle and the same old cycle continues, whenever questioned to provide 'any' proof or the smallest bit of validation of your claims, you pull the 'why do I bother' routine.. 'oh, nobody appreciates me'.. Perhaps if you'd anti up for once, people might give you a bit more leeway to make the odd whizz bang statement.

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
WOLFY
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Posted: 8th Sep 2003 22:24
Raven,

I was going to keep my mouth shut and stay out of this thread, but since it has gone down the tubes already.....

It baffles me why you do not understand the reasons that people criticize everything that you say. When you make statements such as:

Quote: "if even 10% of the games developers using Shader knew even half of what i knew perhaps we'd have games which were one HECK of alot more stable..."


I am not here to argue with you. In fact, I would LOVE to get along with you. When you make statements such as the one above you place a HUGE "kick-me!" sign on your back. I don't want to kick you anymore. Frankly, my foot hurts from kicking you so much. It is a fun, addictive game though and it is very hard to stop when you are so willing to place that sign on your own back.

Anyway, this post was not and is not intended to be a "kick". For your own good, quit making claims such as these and people will be more than willing to leave you alone. If you want to let everyone know your expertise, do it through results rather than claims.

Regards,
WOLF

HOOOWWWLLL!!!
Rob K
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Posted: 8th Sep 2003 22:30 Edited at: 8th Sep 2003 23:04
Quote: "This includes Fur, Fresnel Relfection & Refection, Aniostrophic Shading, Bump Mapping and some other simple examples."


Raven, please post links to said software / code in the future.

Yian
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Posted: 9th Sep 2003 01:26
hey guys just dropping to ask a beginner question: would it be easier to program industri using an existing engine like they did or start from scratch in DBPro? Just curious to find out..please please please keep it down to simple answers

-john D.
Rob K
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Posted: 9th Sep 2003 01:57
Industri was written using the Tenebrae(sp) engine, which, if I understand correctly, is a heavily modified version of the Quake I engine. Industri is not written in DB and isn't affiliated with it in any way.

Shadow Robert
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Posted: 9th Sep 2003 18:53
damn, now thats one hell of a question John
the simple answer is, there isn't a simple answer.

Sorry, however there is a plain english answer which hopefully is just as good.

put simply if you create a game within DarkBASIC Professional essentially it is like starting off with a premade game engine.
The language is simple to understand and use.
Shaders are realatively simple to create and use with it.
everything has been geared to make the programmers life full of less headaches.

provided on one condition - you don't actually want to expand on what is currently available for your use.

now the Tenebrae 1.0 engine which Industri is based upon is an OpenGL 1.4 Modified version of GLQuake 1.09. They added alot of Shader routines Software & Hardware as well as alot of effects common to graphics cards, suchas Stencil Shadows (those realistic shadows you get from lights, DBP calls this Shadow Mapping).

essentially Tenebrae/Industri both give you full run of the new OpenGL 1.4 features that are available in the top-notch GeForce/Radeon/Intel cards allowing you to use the established Quake Engine.

however no matter what modifications have gone on, if your using either DarkBASIC Pro or simply making a Modification game for Inudstri/Tenebrae ... you will hit limitations on what you can accomplish without some decent programming knowlage.

So the question really comes down to, "What would you like to do with the gameing engine?"

DarkBASIC Pro is far more flexible, however Tenebrae has alot of information online on howto develop a modification for the engine it used as a base not to mention alot of tools and plugins for professional tools with premade map and object formats which were designed to work together. Plus you don't have to worry about making network code for online gameplay or collision.

but still as i said the question remains of "What would you like to do with the engine?"

-- -- --

let that decide what would be easier for you to use

Van B
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Posted: 9th Sep 2003 19:04
In thoery, you could write Quake in DBPro, not port it obviously, but re-code it for DBPro.

Has anyone played the Dreamcast version of Quake? - I don't mean Q3A, I mean the ported version? - it is damn good work and all DC fans should get hold of it.


Van-B

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Yian
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Posted: 9th Sep 2003 19:42
Cheers Raven(and VanB)! I was just wondering because lately many fan-community mods are appearing even for single player games like thief.So i just thought why didnt they make it from scratch? It must have been easier not to in those cases...

-john D.
Ian T
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Posted: 9th Sep 2003 20:26
'It must have been easier not to in those cases... '

I'm not sure you have any idea how hard it is to make a decent game like Thief, sorry . There's a reason the industry isn't filled to the brim with amazing new games made in a month, or even a year. Work like that takes a skilled team a long time or a single very skilled individual with solid years of free time. Even in something like DBP.

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Yian
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Posted: 9th Sep 2003 20:52
I'm not quite sure either and i don't think I'll ever be sure if I'm sure ...but I'm sure that I love Thief...though I'm not at all sure the new Thief3 will still have the style of the LG games...:-(

-john D.
Ian T
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Posted: 9th Sep 2003 21:05
I doubt it'll be the same, but Warren Spector is a genius, I'm sure it can't be too bad.

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Yian
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Posted: 9th Sep 2003 21:12
I know that but from the available trailers i have already detected some important differences, notably the one that the guards seem to have been made a bit dumb-looking or sounding so that the player doesn't fell bad when killing them. However I believe that is part of what made thief 2 so realistic, it made you feel as if you had murdered a real person ...the realistic guard voices also contributed to this by showing some fear and anxiety in their voice as they chase you...

-john D.
Ian T
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Posted: 10th Sep 2003 06:08
Dumb-looking? I hadn't noticed that... I certainly wouldn't have thought Spector would do anything like that after the dark atmosphere of SS2... and Thief 3 is going to get an M rating anyways... well, we'll see.

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Van B
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Posted: 10th Sep 2003 15:45
John,
There are several 3D engines available to pro developers, one of the most popular is the Quake3 engine. It's a choice between spending a fortune on an engine or spending a fortune on an engine development team. The game programmers tend to concentrate on game logic and physics rather than the actual engine. So when you see games that use an existing engine, a lot of the time they aren't even programming in C++, they often get the luxury of a scripted engine which is far simpler than C++. I mean, take Counter Strike for example, that was made in the Half Life engine, which is a derivitive of the Quake2 engine - so the designers can concentrate on content and gameplay rather than code. If you consider that DBPro has (will have) support for Quake/Half life models and levels, you've actually got a good start already. In terms of workload though, making an engine from scratch can take years - could you imagine how much less games there would be if every game had it's own unique engine?.


Van-B

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Ian T
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Posted: 10th Sep 2003 18:35
Well said.

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