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Frustrations...
Frustrations...
| Name: | Alexander "taualex" Gaevoy | ![]() |
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| Date Posted: | Mar 05, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
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| Profile Page: | View profile page for Alexander "taualex" Gaevoy |
Blog post
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
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
Recent Blog Posts
| List: | 05/26/07 - Game Devs, show off your game! 12/12/06 - Why I'm not moving to TGE 1.5 10/19/06 - Battlefield 2142 In-game Ads Use Spyware Tactics 04/14/06 - Torque: C# and Java on Framework.NET, Mono, JSEE 03/09/06 - DirectX - is there any light in the tunnel?.. 03/05/06 - Frustrations... 12/19/04 - Plan for Alexander "taualex" Gaevoy |
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Submit your own resources!| Dan - (Mar 05, 2006 at 19:37 GMT) |
Good luck
Edited on Mar 05, 2006 19:38 GMT
| Phil Carlisle (Mar 05, 2006 at 19:52 GMT) |
| Adrian Tysoe (Mar 05, 2006 at 20:16 GMT) |
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) |
@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) |
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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