The downloadable demo is extremely impressive, and the ability to produce something worth playing with a free version definitely says something. I'll have to take a serious look into that don't want to take anything away from any developer that's worked on the C4 engine, I know it's a ton of work to do something like that, but I just don't feel like C4 is solid enough to use for a real game yet.Īfter doing a ton of testing, the NeoAxis engine is looking like the best option at this point.
I downloaded it and took a look, that's definitely a very nice, professional engine. (Sorry if you're one of the developers on it, it's still an impressive had actually never heard of Unity before. but it just left sort of a bad taste in my mouth. I only tested C4 on my laptop so I'll have to try again on my desktop later. getting stuck on tiny cracks in the ground, really weird feeling collision detection. A couple times I tried to load a level and it just sat there for a while, eventually leading me to have to turn the computer off manually. It looked like a pretty attractive offer on the website, but when I went to test the demo things didn't go so great.
However, I'm going to need level designers to actually setup the levels, and I'm fairly certain they would also need the $1k license to view their levels in the scene editor with advanced lighting tried looking at the C4 engine earlier today.
The only real need for the $1k license was to get the "advanced lighting", which is just parallax maps and shadow maps it seems like.
It would be nice to have an engine that doesn't require high specs and is cross-platform, but I have no idea how many potential customers I would be alienating if I went with a high-spec, PC only engine like far I am the only programmer, I wanted to look at all the engines and decide on a technology before getting any more programmers. I don't necessarily need the best engine ever with an event system, AI, etc. Although I suspect that 90% of people who would want to play would be Windows gamers with decent hardware, I would hate to have to unnecessarily alienate potential players.Īs for what I need, basically I just need a complete game engine including tools to setup levels. My target audience is primarily PC users, probably more hardcore (thus better hardware) gamers who enjoy FPS games. Quote:i suggest taking a close look at what you need, who you think your target audience is and so on, this should help you to make a choice. I didn't see anything about a commercial license on the website for NeoAxis, so I'll have to go double check that. ** List of all engines mentioned in this thread All funding for this project is coming totally out of pocket though, so I'd rather not have to pay $1k per license if it can be avoided.
Right now I'm planning on Torque 3D as it seems like the best bet. If anyone has anything to add to this list or comment on, please let me know. Non-Commercial only? I need to have commercial. Windows XP/Vista Only (but future plans for possible XB360 & Mac support)
Requires SM 3.0 (GeForce 6 series or better. AI would be nice, but I'm OK with writing that too. Tools (scene manager w/ lights, objects, etc.) Physics integration (I'm OK with implementing this part myself if needed) Up-to-date graphics (shadow maps/parallax maps/post-processing) By trade I'm a 3D graphics/AI/game/physics programmer so I've considered using a series of free engines (graphics/physics/sound/networking) and putting them together to create my own game engine, but it seems much more worth it to spend some $$ and get an existing engine along with tools to work with it. and I must admit, the bar it being set pretty high. The game itself is an FPS, the vision of which is only just now being realized by the concept art. I've been working on getting a new Indie game up and going and have gotten to the point of needing to choose which game engine to pick.