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* Prices are listed for commercial publishing licenses. $$$ Publishing or selling commercial games requires further fees or fulfilling special conditions. Chart based on manufacturer's specifications as of 2008 - no responsibility is accepted for the correctness. If several license versions are available, normally the medium-priced license is listed. If you find something incorrect, or if you want a certain engine to be included, or if you are a manufacturer and don't want your engine compared here, please notify webmaster at conitec.net. |
The above feature list does not necessarily reflect that a certain system is 'better' than another system. There are huge differences in speed and stability between engines with apparently similar features. A. Authoring Systems: Creator (if you are not afraid of LISP); 3D Languages: Blitz Basic (slow, but stable and well suited for small games); free 3D engines: Irrlicht (well structured and understandable C++ code); commercial 3D engines: Torque (huge community). A. A scene manager improves the frame rate by rendering only the visible parts of a game level. The oldest scene managers were Portal and Octree systems. A Portal system attempts to reduce the scene to the parts seen through openings, like doors or windows. An Octree system splits the level into a tree of cubic regions and only renders the content of regions that are in the view area of the camera. Due to their simplicity, Portal and Octree systems are still used by many 3D engines today. The ABT (Adaptive binary tree) is an improved version of the Octree system. It splits the level into rectangular regions dependent on the level geometry and content. The BSP tree system splits the level into irregular regions along level walls. This is the most effective system, especially for indoor levels. For outdoor levels, where a BSP tree offers litte advantage over an ABT or Octree, a LOD (Levels-Of-Detail) system can be used for keeping the frame rate high. It automatically switches to simpler shapes of objects that are far away from the camera, thus reducing the overall number of polygons drawn per frame. A brief technical description of the A7 engine's scene manager can be found here. A. Realistic landscapes consist of millions of polygons and thus normally can't just be rendered like normal models. Therefore some engines contain a special terrain renderer that divides the landscapes into small chunks and adjusts their details to their distances to the camera. Only the terrain sections close to the camera need to be loaded into computer memory and rendered on the screen. This method supports highly detailed landscapes of theoretically unlimited size (screenshots from the Gamestudio user forum). |
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A. Such a system allows the end user to save and resume the game at any point. It automatically 'freezes' all running scripts and all objects and variables of the game and writes them into a file, possibly together with a screen shot. This is necessary for resuming game play at a later time, or leaving and entering game levels at any point. While saving the game seems an easy thing at a first glance, it's tricky in detail and has to be implemented in the very core of a game engine. Without such a system, for saving games a script had to be written which stores the state of every variable and object and the position within every script function - quite awkward and only possible for very simple games. Therefore, better commercial engines usually contain a save/load system. A. Engines can support multiplayer games in several ways. The simplest way, offered by 3D languages, is a set of commands for sending send data via network or Internet to other PCs. More sophisticated engines provide a mechanism for automatically synchronizing levels among all PCs connected to a game. High end engines support dividing the game world into many zones that are controlled by dedicated PCs (zone servers). Zone systems are used for massive multiplayer online games (MMOG) with a theoretically unlimited number of players. The A7 Commercial Engine offers data sending and level synchronizing functions, while the A7 Pro Engine also supports a MMOG suited zone system. A brief overview of the A7 multiplayer concept can be found here. However be aware that a MMOG involves a lot more than just a game engine. You need to set up a server park with a portal server, several zone servers, and one or more database servers. Creating a MMOG is definitely not a hobby project, and requires a lot of coding, a good team, and last but not least, good funding. A. A physics engine calculates movement, rotation and collision response of rigid body objects by applying realistic physics to them. It's not absolutely necessary to use a physics engine for a game - simple 'Newtonian' physics, like acceleration and deceleration, can also be programmed or scripted to a certain extent. However, the programming possibilities end when the game requires objects colliding, rolling, gliding or ricocheting in a complex way - like in a racing or in a bowling game. A physics engine uses object properties like momentum, torque or elasticity for simulating rigid body behavior. This does not only give much more realistic results, but is also much easier to handle for the developer than writing a behavior script. Better physics engines allow the construction of complex mechanical devices (such as cars) through motors, joints, wheels, cylinders and hinges. Some also support the physics of non-rigid bodies, like fluids (screenshots from the Gamestudio user forum). |
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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 only offer simple acceleration or collision functions. A. Many 3D game systems use scripting languages for the gameplay or for controlling objects or actors. The more things move in the game, the more script instructions have to be executed per second. For this reason, a script compiler - such as lite-C - translates the language into machine code, the native language of the processor. This allows program execution at maximum speed. Many older script languages, such a LUA, Python, Angle Script, Torquescript etc. are interpreted (an euphemism for this is 'byte code compiled'). This means that instructions are first translated into an intermediate code. The processor then interprets the code byte for byte at run time. For this reason, an interpreted language runs about 10 times slower than a compiled language. This does not matter for most applications interpreted languages were intended for, but it certainly matters for the frame rate of 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. But don't worry. Even if you've never programmed before, by working through the lite-C tutorial you'll pick it up fast. 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. 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 user 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. 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. 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 cre 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.
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