Game Development Community

SpeedTree+UnrealEngine3 ?

by Bhargav P · in Torque Game Engine Advanced · 04/11/2009 (7:35 am) · 24 replies

I am planning to buy torque 3d for my gaming studios. We are thinking of making a game similar to Oblivion (Character talks and everything). For the face expressions, we are going to use a software called "Facerobot" which creates realistic expressions.

I don't know which engine would be better for an MMO type game. Torque 3d or UE3. Torque 3d is not out yet, but I am sure its going to be ass kicking. UE3 is really impressive with Gears Of Wars 2. But is UE3 fit for an MMORPG? I know they are making a social type game with UE3. I originally came across UE3 before but I kicked it out of the way. When I looked at SpeedTree (SpeedTree is a powerful toolkit for creating and rendering vegetation in games.) however, I looked at their prices they were through the roof. 6 grand for the SpeedTree only! But under it, it said, Speed Tree With Unreal Engine 3 which is only around 7 grand.

Here is a list of things that Unreal might help me in MMORPG type games.

- Create quests that have destructible environments.
- Have cinematic scenes.
- They have 64-bit rendering pipeline which will help me make the game really beautiful and have allot of Icandy.
-Cross-platform support for sounds and music.
- Good Particle system for magic.
- A fully object-oriented Java-like language with special game-specific features.
-100% Source code just like GG.

Plus SpeedTree will make it even better.
- Realistic looking trees.
- Trees grabon to objects like rocks.
- Making a forrest with just one obj file (you can randomize each branch).
- Interactive Physics (They look soo danm realistic).
- Will be a treat for woodcutters.

So yeah, main question. Is UnrealEngine3 + Speedtree best for Oblivion like games?


P.S : Ted, I know you told me I should focus on research right now at first. But I think this is part of my research. Getting to know whats best and whats will be the best. I've read a book already. Really helpful. I am going to read books about Marketing, Legals, and, Emotioneering. Thank you very much for that MMORPG thread.

PPS: This is Fusegen, but I seem to have forgotten which email I used for login.
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#21
04/18/2009 (12:53 pm)
Quote:If GG would just focus on writing a real terrain system, dynamic lighting without the old style snapyse system and focused a little more on seperating the DX and OpenGL code, Torque could really be a great engine.

We have done just that with Torque 3D. We have rewritten our lighting system to be as powerful and feature rich as you see in Unreal or Crysis, and more accessible. There is not a single drop of Synapse LK in it. Completely new and more powerful than you have ever seen.

The Terrain system has been overhauled, and can now support way beyond the previous systems. The 256x256 limit is gone, and can now support dozens of opacity/detail textures. If you want to talk about highly detailed, massive terrains that can be imported and edited in real time, that's what we have done with Torque 3D.

The DX and OpenGL has been separated through the GFX system completely, and one has the option for fixed function and deferred rendering.

Is that what you were talking about?
#22
04/18/2009 (1:25 pm)
Interesting... I read that book in the mid 90's when I was the CTO of a vertical market software development company. It gave me quite a bit of insight into marketing strategies.

It's also interesting how the book indicated that categories will generally end up splitting into one or more categories... you won't be able to put your finger on it until sometime in the future, but eventually the "3 on top" rule will become "3 best game engine subcategory 1 and 3 best game engines subcategory 2" etc,

We're too close to the trees to see the forest right now, but who knows? We may already be there. If Unity beats out Torque, GG will just have to make a new category where Torque is #1.

It's what they did in order to beat out Unreal, right? ;-)

[edit: blah, I waited too long before hitting "submit" but I'll keep my 2 cents in anyway, even though it's mostly just repeating what other people said]
#23
04/21/2009 (4:47 am)
Were so off topic now aren't we?
#24
04/21/2009 (6:59 am)
Hey, I at least had "trees" and "Unreal" in my post ;-)

Unreal has some better tools related to putting together character models and animations. If you're making a game where you want this feature, I would definitely suggest sticking with Unreal.

As for rendering capabilities, I don't think there's really terribly much difference between T3D and UE3, but I'll reserve judgment in that area until I've seen T3D's deferred shading implementation and see how they're handling occlusion culling.

For the most part, many of us can only speculate as the the features and capabilities of T3D, so you if it's on your short list then you might want to wait until it comes out, buy a Pro license and see what it's capable of doing. If it doesn't fit your needs for this particular game then it'll probably fit the needs of another game your studio will be making in the future.
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