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Frustrations...

Frustrations...
Name:Alexander "taualex" Gaevoy
Date Posted:Mar 05, 2006
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Alright... I guess, this is really close to the most of fella indie developers around here... and talking about this may help to release... :)

I've just noticed that I'm starting procrastinate, jumping from one game engine to another, trying to find the right one for my next project:... I need to develope a client for my distributed system and I dunno which path to choose: TGE (and stick with ready-to-go scene graph, networked movement predictions, but developing new flexible material system) or Ogre3D (with it's awsome material system and flexibility, but developing networked object prediction on my own)...

I guess, I will end up taking two sheets of paper and writing down all Pros and Cons for both solutions, and spending a long night with my trusty botle of CocaCola Zero, figuring out what will be less expensive (time wise)...

Cheers

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Dan -   (Mar 05, 2006 at 19:37 GMT)
To add to the number of options you could try with Ogre3D with Torque Network Library for the networking. Not sure if that solves the prediction aspect, but its another option.

Good luck
Edited on Mar 05, 2006 19:38 GMT

Phil Carlisle   (Mar 05, 2006 at 19:52 GMT)
Or TSe with its great material system.. and all the TGE goodies.

Adrian Tysoe   (Mar 05, 2006 at 20:16 GMT)
I was looking at ogre the other day and found a really nice 3ds max art path. One whos features I have only seen in proprietary commercial game engines. With ogre integrated into the 3dsmax viewports. Even beats my current favourite B3D exporter

ofusion.inocentric.com/

I'm sticking with TGE and Blitzmax for my development needs, and using a custom geomatry format since Ogre really is just a render engine at the end of the day.
Edited on Mar 05, 2006 20:18 GMT

Alexander "taualex" Gaevoy   (Mar 06, 2006 at 17:29 GMT)
@Dan: tnx, right, i'm not sure iether if it supports prediction out of box...

@Phil: TSE is still in it's infancy :) it will take time for it to mature and get ported atleast to Mac OS. It's on my list, but it may take up to 2 years for it... And... TSE does not fall back to non-shader cards; it may be unnecessary in 2 years, but now - it is.

@Adrian: I know! it's a very sweet exporter - WYSWYG....

Adrian Tysoe   (Apr 14, 2006 at 00:43 GMT)
After testing out Ofusion I got a couple of the guys together and have a rudimentary Bare bones engine up and running in 2 weeks. We basicaly wrapped it into blitzmax which were using as our basic framework, and included ogrenewt and the Ofusion exporter sceneloader lib, and LUA for scripting. Were currently favouring JV_ODE for blitzmax over ogrenewt on the physics and collisions side, JV_ODE has 340 functions wrapped into it!!! more than our entire engine so far :).

We added some simple networking, too early to tell if its going to be good enough.

At the moment we do have TNL and Raknet as alternative commercial solutions for networking. So far were really impressed with how easy its been to get all this stuff up and running.

At the moment it seems the closest to an ideal solution I've found. MAybe I'm on a high after we achieved so much in a couple of weeks. But we basicaly have everything we need to make games now and are developing one simultaniously to the engine thats already quite fun :) Haven't had this much fun in a long time :).

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