Engines for Multi-platform development !

That would be lovely except for the fact that all middleware currently available is sold 100% on the premise of "rendering engine" being only a tiny fraction of a giant monolithic package, not to mention majority of productions rewrite the rendering part for one of them almost as a rule.

The greatest myth that Software Industry created is the one about monolithic do-it-all framework, and in games the downsides of this only got magnified.
Not to mention that scope for what constitutes a "game-in-box" keeps growing, and at an increasing rate.

Don't really deny that, but at some point given the complexity of the making the whole package, ie the renderer, tools, art pipeline, etc, it may just become cheaper and/or more beneficial for people to ditch creating/supporting all that in house and just go with middleware. Why would a publisher bother supporting multiple technologies across multiple teams/ips/games when a package like Crytek offers can do it all, and be cutting edge with realtime gi as a bonus. That would even unify all the teams on the same toolset which would make shifting talent across projects far easier if the renderer/tools/art pipeline was all unified. In the old days that meant compromise, but with Crytek and Frosbite being at the cutting edge of basically all tech out there it's no longer the case.
 
Huhh? The Dead Island trailer was created by the CG animation studio Axis, using offline rendering.
 
Techland are so smart. I hope they go with CryEngine from now on.

Why would they use the Cryengine when they develop their own engine?

Does anyone have the presentation from the new PhyreEngine 3.0 showing? It happened March 2. There is suppose to be a new take on MLAA and a SPU based particle system that use to run on the GPU.

Supposedly, there are over 45 games that use the engine.

http://directtovideo.wordpress.com/2011/02/25/come-see-me-talk-at-gdc-2011/

The Phyreengine isn't multi-plat, unless your counting PS3, NGP, and PC development as multi-plat (which it is).

Also you'll probably find the answer to this in the GDC or tech presentations threads before you find it here.
 
You are aware you just refuted your own statement all-in-one right..?

Yeah yeah, it was more of a thinking as I type along post :p When I first started typing I was originally thinking it wasn't a multi-plat engine, then the three platforms I listed came to mind lol

Should have deleted and edited my post before submitting, but eh don't really care to.
 
so any slides for phyre engine 3? The stuffs the discuss sound interesting, usually what they show represent what is new in the PS3 development no?
 
Love this engine :cool:

0003_cry_3.jpg.jpg


0009_cry_9.jpg.jpg
 
Yup ! The presentations og GT are really cool too ! But we need to see how all that stuff looks on the consoles before going g-ga over it. The engine is wonderful, but they are targetting the consoles with it. All we see is mighty PC stuff.
 
Yup ! The presentations og GT are really cool too ! But we need to see how all that stuff looks on the consoles before going g-ga over it. The engine is wonderful, but they are targetting the consoles with it. All we see is mighty PC stuff.

Normally on summer a similar "UDK" version of the Cryengine 3 will arrive, so may be it's to late for your project, depend of how you are in. Actually for a independant/amateurish project, I'm thinking that Unity and UDK are a good start. With both, you have a good communities support and can target all the market, and specially the smartphones, AndroĂŻd and IOS, It's a "good" market for inde and amateurish project. So if you want to start in game dev, thinking of futur, if you learn an engine, you probably stay with it for long years.
 
Question concerning Frostbite 2

Sorry to cut in, but i'm curious about a point that was being discussed a little while back concerning DICE's (awesome) Frostbite 2 tech.

Is DICE owned by EA and will their engine be licenseable by non-EA devs in the same way Cryengine 3 is?

If not then i would surmise that EA will have a rediculously solid advantage next gen, especially over it's biggest competitor (i.e. Activision). DICE are a powerhouse and very talented bunch and unless Kotick has plans to buy Crytek, Frostbite 2 will make all EA's internal projects shine over their competition.

I'm actually really excited by all these "next-gen" middleware solutions, as if anything it means that devs can hit the ground running next gen and we might actually get consoles that launch with incredible games, instead of having to wait upto a year for the goodstuff.

In a way also (admitting ignorance of whatever Carmack is working on for Id Tech 6) i feel a bit like Tech 5 has been a bit of a stumbling block for Id software this gen. DICE, Cryteck, Epic etc have all shipped more than one game already on the HD consoles and PC, and all Id has managed is a couple of iPhone games. Coupled with that (again admitting a limited knowledge of Id Tech 5) i'm not all that sure how relevant MegaTexture will go on to be this gen or next. I'm just concerned that perhaps Id bet on the wrong horse this gen when it comes to their engine tech, whilst Crytek and guys like DICE seem like their poised to practically clean up next gen (and possibly the rest of this one).

Edit:
Or perhaps this is a little OT? Feel free to move or delete Mods as you see fit ;-)
 
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Sorry if this is to off-topic, but do anyone know what happend to the Project Offset engine?

It looked very promising last time they showed it.
 
Intel cancelled the project. It's getting mostly obsolete at about this time anyway, as far as I remember its features.
 
Wow, that was awesome. You've gotta wonder if at some point render engines will become like video cards, where there are just two or three makes that everyone uses. If engines like Frostbite, Crytek and a future Unreal are so tweaked, polished, multi platform and with killer tools, then you've gotta wonder why a company would bother re-einventing the wheel and staffing an engine team in the future. Seems like for next gen the way to go is just run with one of the three aforementioned engines.

I think you really do have a solid point there Joker ;-)

My bro works for a small studio and it always amazes me when i see him working throught the weekends and busting his ass to put together tools that would already exist in a very respectable, fully fleshed out form in many of the these middleware engines.

I'm sure however there's a lot to be said for being able to optimise your own code that you know how it works becuase you built it. I don't know how much the license agreements for these middleware technologies allow for developers making low-level tweaks and enhancements to the engine code? I know guys like Bioware rewrote the renderer for UE3 for their own use in Mass Effect games. I think someone earlier on in this thread expressed that a number of devs seem to do this by default when working with UE3.

What i'm interested in is how much of the codebase do these middleware engines allow you to change, in a way that won't screw up your code with the next engine update release?

I know splash damage use an older version of Id Tech which they developed themselves and pretty much diverged off in a different direction.

And although i have no basis or proof for my suspicions, but i have a niggling suspicion that Platinum Games' tech is based off an older build of MT Framework ;-)
 
Bioware probably didn't entirely rewrote the UE3 renderer, far from it; it's more likely just some tweaks to get a bit more away from its signature look. But it's certainly not as different from the middleware as the Bioshock games for example.
 
Sorry to cut in, but i'm curious about a point that was being discussed a little while back concerning DICE's (awesome) Frostbite 2 tech.

Is DICE owned by EA and will their engine be licenseable by non-EA devs in the same way Cryengine 3 is?

If not then i would surmise that EA will have a rediculously solid advantage next gen, especially over it's biggest competitor (i.e. Activision). DICE are a powerhouse and very talented bunch and unless Kotick has plans to buy Crytek, Frostbite 2 will make all EA's internal projects shine over their competition.

I'm actually really excited by all these "next-gen" middleware solutions, as if anything it means that devs can hit the ground running next gen and we might actually get consoles that launch with incredible games, instead of having to wait upto a year for the goodstuff.

In a way also (admitting ignorance of whatever Carmack is working on for Id Tech 6) i feel a bit like Tech 5 has been a bit of a stumbling block for Id software this gen. DICE, Cryteck, Epic etc have all shipped more than one game already on the HD consoles and PC, and all Id has managed is a couple of iPhone games. Coupled with that (again admitting a limited knowledge of Id Tech 5) i'm not all that sure how relevant MegaTexture will go on to be this gen or next. I'm just concerned that perhaps Id bet on the wrong horse this gen when it comes to their engine tech, whilst Crytek and guys like DICE seem like their poised to practically clean up next gen (and possibly the rest of this one).

Edit:
Or perhaps this is a little OT? Feel free to move or delete Mods as you see fit ;-)
AFAIK, Frostbite 2 is for DICE projects only.

But I really doubt Activision will have the resources to buy Crytek - they're just too big of a company.
 
Bioware probably didn't entirely rewrote the UE3 renderer, far from it; it's more likely just some tweaks to get a bit more away from its signature look. But it's certainly not as different from the middleware as the Bioshock games for example.

Thanks for the clarification ;-)
 
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