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Physics engines can be purchased from different manufacturers. Several
game development systems have an integrated physics engine,
but be careful: some systems have 'physics' listed in their features
list, but just contain some simple acceleration or collision functions.
Q. What is a Client/Server
Network System?
A. There are three basic types of network
systems for multiplayer games: peer-to-peer,
client/server, and zone networks.
In a peer-to-peer system all
connected PCs are equal. Each PC runs its own copy of the game and exchanges
update messages with all other PCs. Peer-to-peer systems were used for
the first multiplayer games, but are rarely used today due to the many
problems with this system regarding consistency and cross
traffic.
In a client/server system, one PC
is the server which hosts and runs the game. All other PCs are clients
which only update their player character and receive messages only from
the server. To avoid the need for an extra PC, normally the server is
also a client at the same time. Online games that require more
than 4 players normally use the client/server system.
A zone
system
is an advanced client/server system with multiple servers. The game world
is divided into several levels (zones) that are controlled by separate
servers. Zone systems are used for massive online multiplayer games
with an unlimited number of players. An example for a zone system realized
with Gamestudio is the Quedlinburg simulation
mentioned below.
Peer-to-Peer |
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up to 4 players |
Client/Server |
- |
up to 100 players |
Zone |
- |
unlimited, depends on number of servers |
Q. What is a Script Compiler?
A. Many 3D game systems use scripting
languages for controling objects or actors. The more things move in the
game, the more script instructions have to be executed per second. Most
script languages are interpreted. This means
that instructions are first translated into an intermediate byte code.
The processor interprets the code byte for byte at run time, which causes
a slow execution and affects the frame rate.
A script compiler translates the language not into a byte code, but into
real machine code - the native language of the
processor. Compiled scripts run up to 10 times faster than interpreted
scripts, and don't influence the frame rate even in huge games with hundreds
of simultaneously moving objects. Be aware: Some systems have 'compiler'
listed in their features list, but just mean compilation into an intermediate
byte code - therefore, they use an interpreted language.
Q. Is it true that I must
learn programming for seriously creating games?
A. Yes - no matter what you've heard otherwise. You can build simple
games, like 3D shooters, without any programming. However for realizing
unique game ideas and special effects you'll need to describe them by scripts.
If you've never programmed before, by working through the tutorial you'll
pick it up fast.
Q. Why C instead of BASIC
/ LUA / PYTHON...?
A. For many reasons a C based language is the best suited
for programming games.
C code is clearer, shorter and easier to understand than BASIC, and runs
much faster than interpreted scripting languages such as LUA or
PYTHON. Due to its support of C++ classes, lite-C has direct access to
DirectX and Windows API functions, and thus allows programming
effects that wouldn't be possible with any other scripting language.
C/C++
is used today for almost all commercial games. Even games with LUA
or PYTHON scripting use C/C++ for all complex or time critical areas,
such as rendering, physics and effects. Windows and graphics libraries have a
C/C++ based interface, and C is also the language used for shader effects. Knowledge
of C is essential for all programming jobs in the game industry. You just can't
avoid it.
Q. How often is Gamestudio
updated, are the updates free to previous owners, and are they downwards
compatible?
A. Major new features are added permanently in frequent free updates.
You can follow the schedule for future features on the beta
and forecast
links on our forum. Upgrades to new engine generations (A4 -> A5 ->
A6 -> A7) are released every couple of years and are not free. All engine
updates are compatible to its predecessor, so you don't have to change
your scripts when updating.
Q. How bug-free is Gamestudio,
and how stable are the games produced with it?
A. We are pretty sure that Gamestudio is the most stable
and robust game creation tool on the market, and we're going to great efforts
for keeping it that way. When developing a game, you really don't want
to grapple with software bugs! Our company was the first game development
tools manufacturer who received the ISO
9001 certificate for his quality control system. Before a new Gamestudio
update is released, it is tested for months by our team of around 100
beta testers. After that, it is uploaded to our forum for a public beta
test, which normally involves over 1000 testers. Only then it becomes
officially available on our download page.
Q.
Is Gamestudio suited for a 13-year-old?
A. We don't know the average age of our users, but the youngest participant
in our game design contests was 12, and the oldest 78. Gamestudio is frequently
used in game creation courses for teenagers.
Q. What was the first commercial
game made with Gamestudio?
A. he first commercial games were the 3D Hunting series by MacMillan.
They were developed shortly after the Gamestudio/A4 release by the end of
1999. The grizzly hunting game was the first Gamestudio multiplayer game.

Q. What was the game
with the most distributed copies so far?
A. Great Clips Racing, an advertising
game with 1.5 million produced CDs, developed
with Gamestudio by Digital Content. The developer wrote us: "I
am doing this all with the commercial edition of your software. Compared
to what I paid for it ($199) and what I am getting from it, I am
very happy." |
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Q. What was the biggest
project ever done with Gamestudio?
A. The biggest project so far (and probably the largest 3D
world created ever) was the 3D reconstruction of the German city Quedlinburg
for the World Exhibition. On a huge video screen, visitors could
walk through the medieval center, and enter buildings, colonnades,
towers, and cathedrals.
This ambitious and spectacular project was developed by Procon
GmbH and the German Foundation for Protection of Historic Monuments
(Stiftung Denkmalschutz). The Quedlinburg old town was created
anew on the PC, using over 5000 photographs of historic facades
and building interiors. Over 400 detailed buildings were reconstructed.
The virtual city covered a walkable area of around two square
miles. It was divided into multiple zones which ran on a network
of PC servers. |
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Q.
Which was the most sophisticated Gamestudio project so far?
A. The project with the most complex scripts we know
of is 3D Driving Academy by Harro Besier
and Czeslaw Gorski. Not only districts of Paris, London, and Berlin
were reconstructed for this project: a vehicle physics engine was
written totally in script (the A5 engine had no own physics system).
The most sophisticated part however was the traffic AI that controlled
hundreds of cars, motorcycles, people, and traffic lights. It even
verified that the driving student didn't violate the rules - and
this with the traffic rules of 6 different countries!
Amazingly, the first version of 3D Driving Academy was developed
on the side by only two people in 5 months. Meanwhile version 3
is on the market and successfully distributed in many European countries.
More than 200,000 copies of 3D Driving
Academy were sold so far in retail stores in Germany,
France, and the Netherlands, making it the most successful Gamestudio
application ever created. |
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