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Author Topic: Canvasing Open Source Game Engines  (Read 38121 times)

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killermonkey

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Canvasing Open Source Game Engines
« on: August 18, 2012, 01:11:14 am »

So I have been on the hunt for a new game engine. I am absolutely fed up with the Source engine. Valve has all but abandoned the SDK, there are tons of undocumented features, and the back-end (actual engine code) is NEVER updated.

Not to mention the fact that we can't make any money using the SDK, ever, and we are shackled to it's ridiculous content pipeline (getting models and textures ingame).

So I did a quick canvasing of the available Open Source game engines out there, focusing in on ones with non-restrictive licenses and ones that are not just 3D engines (ie no sound, etc.)

Here is what I came up with:



1. Panda3D

Ups: Fully featured game engine, even has AI. BSD license means you can use it commercially. Active community. Python AND C++ interfaces.

Downs: No development tools, relies heavily on Blender (but has Max/Maya exporting). No level designer. Networking code is very low level. GUI coding looks painful.



2. Cafu 3D

Ups: Fully featured gaming engine, specifically for FPS and networking. Active community.

Downs: GPLv3 license, looks outdated from the demos.



3. Crystal Space 3D

Ups: This is the first 3D engine I used back in High School! Pretty neat framework, easy to program.

Downs: WAYYYY outdated, community is flaky, no networking capability built-in, no dev tools.



4. CUBE Engine

Ups: Looks modern and sophisticated. Has a game built on top of the engine already, all open source. Supports FPS! In-game level editing, even COOP level editing!! ZLIB License

Downs: Looks like mincraft, smells like mincraft....



More to come!

Read my other blog post
« Last Edit: August 18, 2012, 03:49:49 am by killermonkey »
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Emilia

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Re: Canvasing Open Source Game Engines
« Reply #1 on: August 18, 2012, 01:46:41 am »

Are you wanting to port GE:S over KM?
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TriDefiance

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Re: Canvasing Open Source Game Engines
« Reply #2 on: August 18, 2012, 02:31:37 am »

Sounds like a lot of work for ditching the Source Engine.
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killermonkey

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Re: Canvasing Open Source Game Engines
« Reply #3 on: August 18, 2012, 03:22:12 am »

No, I do not want to port GE:S.

but I do want to do something beyond GE:S at some point. I like $$ too ;-)
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Enzo.Matrix

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Re: Canvasing Open Source Game Engines
« Reply #4 on: August 18, 2012, 03:32:17 am »

I like $$ too ;-)

Every time we do something big in the press I can count on my Dad "So when are you going to earn something from all this?"
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major

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Re: Canvasing Open Source Game Engines
« Reply #5 on: August 18, 2012, 05:24:03 am »

Same with my roommate. Told her I was doing the PD17 interview, so asked not to bug me. Her first question was, "Are you getting paid for this?..."

"FUUUUU"
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Rick Astley

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Re: Canvasing Open Source Game Engines
« Reply #6 on: August 18, 2012, 05:32:42 am »

what about the unreal engine?
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markpeterjameslegg

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Re: Canvasing Open Source Game Engines
« Reply #7 on: August 18, 2012, 07:12:26 am »

I totally know what your saying about Cube 2. I used to create maps on it myself and I would say it's not sophisticated enough for anything you have planned, although it can look absolutely gorgeous visually.
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kraid

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Re: Canvasing Open Source Game Engines
« Reply #8 on: August 18, 2012, 07:49:11 am »

@Rick: engines like UDK, CE3 etc. are not exactly open source. But since you asked...

Here`s a little sum-up of what i know of a few engines:

UDK
Pros: State of the art tools, constant update with new features, very good content import pipeline, support of consoles and iOS, and many more.
cons: only UnrealScript on the free UDK version. Access to the "core" requires a bought licence.

Cryengine
pros: does a few things even better then UDK, but the content pipeline relies mostly on Maya.
cons: same as UDK. scripting only, code access just with a purchased licence.

Unity
pros: a very open content pipeline, very flerxible, usable also for mobile and browser games.
support for many different programming languages such as C#, Boo (phyton dialect), JS, all of them are able toi use .NET
cons: free version is missing some tools like Flash, iOS, Android Player and most important Team Licence.
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killermonkey

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Re: Canvasing Open Source Game Engines
« Reply #9 on: August 18, 2012, 01:16:58 pm »

Kraid,

I just looked into Unity, great find!

I find it funny that most of the "pro" features are standard in the Source SDK... like HDR, dynamic shadows (eh), IK Rigs, and Render-to-Texture.

Although the license cost is pretty minimal... we could secure $1,500 on kickstarter in seconds.
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markpeterjameslegg

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Re: Canvasing Open Source Game Engines
« Reply #10 on: August 18, 2012, 01:47:57 pm »

One of the games i'm playing at the moment on my iPod Touch is Shadowgun, this game was developed using Unity, best looking game I've seen on IOS.



Oooh... I just had a tiny orgasm at the thought of Goldeneye Source mobile.
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killermonkey

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Re: Canvasing Open Source Game Engines
« Reply #11 on: August 18, 2012, 01:59:39 pm »

The AI is terrible! lol but anyway, I am not interested in porting GE:S....

That being said, I have made a lot of awesome things in GE:S possible through code and porting those "concepts" would definitely happen.

Also, in the grand scheme of things, $1,500 is absolutely nothing.
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markpeterjameslegg

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Re: Canvasing Open Source Game Engines
« Reply #12 on: August 18, 2012, 02:12:25 pm »

The AI is terrible! lol but anyway, I am not interested in porting GE:S....

True. But that's something you'd have no trouble improving i'm sure.
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killermonkey

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Re: Canvasing Open Source Game Engines
« Reply #13 on: August 18, 2012, 04:07:53 pm »

Edit:

Upon reading the Unity fine print I noticed that the Unity editor is the thing that is licensed, in addition to the engine.

This means we would have to buy a license for every team member (or at least team members at the end of the pipeline).
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Re: Canvasing Open Source Game Engines
« Reply #14 on: August 18, 2012, 04:17:13 pm »

Build your own 3D engine.

Profit??
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