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Pgi, If You Were To Do Mwo Cw As Open, Persistent Worlds, Which Game Engine Would You Use?


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#21 Karl Marlow

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Posted 27 November 2014 - 12:07 AM

Considering they are still working on their vision of CW I would take a guess that they would be using Cryengine.

No need to reinvision something when you are still making your first vision a reality.

#22 Quicksilver Aberration

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Posted 27 November 2014 - 12:20 AM

View PostYeonne Greene, on 22 November 2014 - 08:37 PM, said:


idTech 5 is the engine that was used for RAGE and the most recent entry of Wolfenstein.

The thing with idTech, however, is that environment lighting is implemented in a rather primitive way. The way they do it is baking the shadows and highlights and diffuse into the megatexture and then using simple lightmaps to say "hey, this general region should be dark." The result is that shadows don't get accurately cast to dynamic objects, the ambient light in that area just becomes less and the whole object darkens accordingly.

This same system is the reason RAGE doesn't have a Day/Night cycle. It would require a new megatexture for every change in lighting.

Not that the day/night time is a huge issue considering its not a must have thing for Mechwarrior. Mega-textures are probably a little bit outdated but I like engines that try and optimize performance and keep you at top frame rate regardless of the amount of action going on. Though I'm still under the impression UE3 should've been the chosen engine considering the amount of support surrounding it (a lot of it free even) and games that tend to use it tend to not be a resource intensive as CryEngine. Though the fact I can run FarCry3 on low and maintain 30fps but not MWO is still a sad fact and more telling of the dev team than the engine.

Edited by WM Quicksilver, 27 November 2014 - 12:21 AM.


#23 Apocryph0n

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Posted 27 November 2014 - 12:26 AM

View PostCocoaJin, on 26 November 2014 - 04:29 PM, said:

I think ARMA3 has a higher system requirement compared to ARMA2. Is the improvements in 3 worth the hit to player accessibility?



YES! Even tho ArmA is generally a bit... clunky, control-wise, ArmA 3 is a beauty when you factor in that the map is like twice as big as the ArmA 2 one. Also you can tune down some settings to play on older hardware. That Engine would definately be awesome, especially with Armor, Infantry and Aircraft factored in.

Now I really want a Battletech conversion for ArmA...

#24 Postumus

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Posted 27 November 2014 - 01:05 AM

I think most game engines that are oriented towards 3rd person shooters are going to have issues doing mech simulation. That's a no brainer when you think about it. Collision in an FPS is a total afterthought, and it is generally resolved in game in about half a second through liberal application of bullets. In this game, collisions between slow, heavy, ponderous mechs can go on for several seconds, and seem to involve rubber banding and position confusion by the engine (ever started warping all over the place after getting stuck between a mech and a hill, or jumping on top of a mech?) half the time. There was also the knockdown fiasco back in CBT, where the animation of the mech falling and lying down after the knock had nothing to do with the simulated reality.

Then there's a whole list of physics that should be included in a mech sim that don't apply to an FPS, where the bodies are ~200 pounds or less. Finally, the lack of destructible environment is a crying shame. Ultimately, I think the next good mech game will either have a custom engine, an engine that was designed for vehicular simulation, or a much more heavily modified version of Cry or UE.

#25 LordKnightFandragon

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Posted 27 November 2014 - 01:14 AM

Id use one that doesnt lag, die, bug, and all in all run like ****....

#26 CocoaJin

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Posted 27 November 2014 - 01:41 AM

View PostApocryph0n, on 27 November 2014 - 12:26 AM, said:



YES! Even tho ArmA is generally a bit... clunky, control-wise, ArmA 3 is a beauty when you factor in that the map is like twice as big as the ArmA 2 one. Also you can tune down some settings to play on older hardware. That Engine would definately be awesome, especially with Armor, Infantry and Aircraft factored in.

Now I really want a Battletech conversion for ArmA...


There was a time when I wanted to test the feasibility of a mech mod for ARMA2. I started playing around with rudimentary Diesel-punk-esque mechs...WWII inspired armor mechs. So primary weapons were generally Tank/ATG like main guns. Power plants were dirty, dark smoke belching diesel powered turbines. Anti-personnel MGs were both hull mounted and/or unbuttoned(yup, you had to expose yourself). I believe I started to entertain adding laser/energy weapons, and particle cannons(imagine hearing the diesel turbine spool up and increase it's smoke output as the generator charges up the laser or particle cannon prior to firing). But I didn't have the know how or support from others to try and move my 3D models into working units.

A well fleshed out MechWarrior mod would be great...even if it was just mechs.

Edited by CocoaJin, 27 November 2014 - 01:52 AM.


#27 Y E O N N E

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Posted 27 November 2014 - 11:50 AM

View PostApocryph0n, on 27 November 2014 - 12:26 AM, said:



YES! Even tho ArmA is generally a bit... clunky, control-wise, ArmA 3 is a beauty when you factor in that the map is like twice as big as the ArmA 2 one. Also you can tune down some settings to play on older hardware. That Engine would definately be awesome, especially with Armor, Infantry and Aircraft factored in.

Now I really want a Battletech conversion for ArmA...


Game controls have nothing to do with the engine...

Guys, you have to separate the engine from the games using the engine. They are not the same entity and cannot be treated as such. The engine is the thing that makes the pretty pictures, the events, the sounce, etc. happen. It's the tool used to render every aspect of the video game.

It is not, however, the contents of the videogame. It is not the models. It is not the textures. It is not the game-specific code. It is not the sounds. It is not the player controls. It is the vehicle through which all of these things get implemented.

#28 Anjian

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Posted 27 November 2014 - 11:35 PM

I would go with the Dagor engine used in War Thunder. This is also being licensed by Gaijin Entertainment. The graphical optimization of War Thunder is just amazing, totally destroys World of Tanks even if the latter is using HD tanks.



#29 CocoaJin

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Posted 28 November 2014 - 12:11 AM

View PostAnjian, on 27 November 2014 - 11:35 PM, said:

I would go with the Dagor engine used in War Thunder. This is also being licensed by Gaijin Entertainment. The graphical optimization of War Thunder is just amazing, totally destroys World of Tanks even if the latter is using HD tanks.



How big of a world can you make and can it handle persistent environments?





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