What's the website's name for this software?

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What's the website's name for this software? // Game Development

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Post by tamtam // Aug 8, 2008, 4:10pm

tamtam
Total Posts: 213
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Okay, I found this in jamesmc's post, but I still didn't get a reply to my question:


What's the site's name (for this software)? - the title is in german and translates to "blue ball" in english.


Here is the image:

Post by Daaark // Aug 8, 2008, 4:28pm

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That's a joke post. That product does not exist.

Post by tamtam // Aug 8, 2008, 4:59pm

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Total Posts: 213
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I guess you're right. I searched all over the internet for that name in a game engine, and it's nowhere to be found. What a rip off. That sounded too good to be true anyway.:( I really want a game engine that can do all that in one package, but I cannot find one that has all those features. The closest I can get would have to be 3d Game Studio. I don't have that yet.

Post by Grandmaster B // Aug 20, 2008, 11:50am

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Total Posts: 3
If this "engine" exists it must be real bad anyway! What features do you expect from a game engine?

Post by tamtam // Aug 20, 2008, 1:36pm

tamtam
Total Posts: 213
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I like Dark Basic Pro, and all the extra packs I have with it. It can do dynamic cloth physics and particles with one pack I have (I have no idea how to use those features yet, but I have tried). I have something from http://darkbasicpro.thegamecreators.com/. It's called DarkAI, and is used for, well, you can probably guess what that's for, but i'll tell you anyway. It's used for artificial inteligence (AI). I've seen some demos of softbodies used in Dark Basic Pro, but they all run very slow, and softbodies is an upcoming new feature in DBPro from what i've heard. I can't wait for that feature!


So, what I expect from any game engine other than DBPro is the following:


- cloth physics

- water physics (ripples, waves)

- basic and advanced 3d commands

- error messages that tell you the line of code your errors are on, and tell what the error is

- rigid body simulations and softbody simulations that can react with physics

- and lots more!


I belive Blender (it's free!), can do pretty much all of that and more, considering i've seen videos of those features in Blender on YouTube :banana::):jumpy:. It can even make games, hair/fur/grass, and it's IMO hard to learn at first, so I bought a book about using the main features. I still haven't gotten used to it.


I wonder if I could use all the cloth, hair, physics, water etc. in Blender's game engine.

Post by Eagle // Aug 20, 2008, 2:51pm

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Total Posts: 221
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Oh too funny!!! :D LMAO!!!!

Post by jamesmc // Aug 20, 2008, 3:11pm

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Total Posts: 2566
hangs head in shame and silently snickers. :D

Post by Matski007 // Aug 20, 2008, 10:05pm

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Total Posts: 539
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have you thought about Half Life 2 engine Source? it has many of these features and is probably more usable as a games engine than DarkBasic (how many decent games have come from that?), there is also the Unreal Engines which is used for many games. These 2 engines will have some sort of advanced built in physics and water simulation, with realistic real-time graphics and very advanced AI.

Post by TomG // Aug 21, 2008, 4:01am

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Total Posts: 3397
HL2 and Unreal engines are good for making mods, but only mods I believe - they are not full game engines (unless you pay for the licensing of them, which will be "big company" expensive - something you might have to do if you wanted your game to be a commercial release). They are also not standalone (without the full licensing) - you will only be able to sell or give your game to owners of the original game which can be hard to swallow for a customer if they need to buy another game before they can use yours, and limit your potential audience. With DB and other game engines like XNA, Torque, 3DGS, Realm Crafter etc, you can make a single standalone executable where the user needs nothing other than the files you give them.


HTH!

Tom

Post by 3dfrog // Aug 21, 2008, 4:56am

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hehehe, James' game engine sounds like my beloved fps creator. Yeah, it's kind of a toy, but if you really learn to use it you can make cool stuff with your own custom media and scripts. It is good for people just interested in making media like me :)

Post by moogaloonie // Aug 22, 2008, 2:52pm

moogaloonie
Total Posts: 64
Okay, I found this in jamesmc's post, but I still didn't get a reply to my question:


What's the site's name (for this software)? - the title is in german and translates to "blue ball" in english.


Here is the image:


I wonder if "blue ball" means the same in German as in English? Oh wait, it's a joke.

Post by moogaloonie // Aug 22, 2008, 3:13pm

moogaloonie
Total Posts: 64
hehehe, James' game engine sounds like my beloved fps creator. Yeah, it's kind of a toy, but if you really learn to use it you can make cool stuff with your own custom media and scripts. It is good for people just interested in making media like me :)


I've wanted pretty much the same thing. A nice graphics engine like tS's, with something like blender's logic blocks, or 3DRad's "objects". Although, any such tool should now also include the latest version of bullet so as to allow cloth and soft-body effects. Everyone scoffs at people who think such a thing should exist, like the people on the TGC forums scoffed at those who actually paid for a piece of vapourware called Quikly game studio (which this joke practically seems inpired by).


I don't understand it really. As a would-be game artist I need to learn techniques specific to real time engines. It makes sense for an artist to want to be able to control a character, navigate an environment or trigger an effect without coding that framework. Of course you'd want to hear your character walk while seeing the animation, and you'd want your level walkthrough to include relevant audio as well. It seems like people think that anyone who desires a drag-n-drop, template based game making program is always a lazy person with no concept of how much work goes into making a game.


FPSC sounded interesting, but missed the boat in a few areas. It seemed hard for people to get content into it, and learning the steps required wouldn't really help you with another engine later. It would be nice if they'd used a standard bvh skeleton and animations, and the rendering was, I thought, quite limited by being based on DX7. I think they had an idea when designing it of selling content for it to generate more revenue. Had they just made it easier to import content they might have had a more attractive product overall.


Also, as a character designer, I really wanted a Gears of War over-the-shoulder camera to let me show off my characters. It was apparent from the name that that would not be happening. Why they had no interest in allowing a third person view, or even a Resident Evil "zone" camera I never understood.
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