You will choose which one for TES Skyrim , Source engine or

Post » Sat May 12, 2012 10:57 pm

most played MMO with subscriptions, there are free to play MMOs that are A LOT more popular than WoW.

Guild Wars, for example. Not sure about now but back up a few years and it blew WoW out of the water.
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louise fortin
 
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Post » Sun May 13, 2012 1:24 am

Guys Source Engine is not out of date , why you are saying this :(
What the hell are you talking about, of course it is. It's brush based in an age when that's incredibly out-dated, it can't handle dynamic or volumetric light, it's positively ancient.
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Jarrett Willis
 
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Post » Sat May 12, 2012 8:32 pm

I have to agree with Xray on this. Yes, the engines do work with MMO's and other genres, as shown by Exorince, but that is a very small group. There will always be a few exceptions, no matter what. From what I understand, the MMO's that use Cryengine 3 and Gamebryo had to heavily modify the engines to suit their needs. I would rather have the Creation engine, which is already optimized for open world games, than have Bethesda waste time modifying an engine that is not too friendly with open world.

I typed this on a phone, sorry for any awkward autocorrections :P
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No Name
 
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Post » Sun May 13, 2012 2:20 am

most played MMO with subscriptions, there are free to play MMOs that are A LOT more popular than WoW.
I should have clarified, though I suppose that goes without saying.
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Beulah Bell
 
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Post » Sun May 13, 2012 4:15 am

Can Source Engine can handle huge open worlds?
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liz barnes
 
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Post » Sat May 12, 2012 9:39 pm

Can Source Engine can handle huge open worlds?
It can but it won't look pretty
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Marine Arrègle
 
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Post » Sat May 12, 2012 10:43 pm

What the hell are you talking about, of course it is. It's brush based in an age when that's incredibly out-dated, it can't handle dynamic or volumetric light, it's positively ancient.

What !!!!!! it cant handle Dynamic light , I'm sure you don't know about Source Engine
For a more complete list, see http://developer.valvesoftware.com/wiki/Source_Engine_Features at the http://en.wikipedia.org/wiki/Source_Engine#Valve_Developer_Community.
  • http://en.wikipedia.org/wiki/Direct3D rendering on Microsoft Windows PCs, Xbox and Xbox 360, http://en.wikipedia.org/wiki/OpenGL rendering on Mac OS X and the PlayStation 3.
  • http://en.wikipedia.org/wiki/High_dynamic_range_rendering (HDR).
  • http://en.wikipedia.org/wiki/Lag_(online_gaming)#Solutions_and_lag_compensation http://en.wikipedia.org/wiki/Client-server networking modelhttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_networking-1
  • http://en.wikipedia.org/wiki/Computer_network-enabled and http://en.wikipedia.org/wiki/Bandwidth_(computing)-efficient http://en.wikipedia.org/wiki/Physics_engine.http://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_vphysics-2
  • Scalable http://en.wikipedia.org/wiki/Multiprocessor supporthttp://en.wikipedia.org/wiki/Source_Engine#cite_note-bit-tech_multicore-3
  • Pre-computed http://en.wikipedia.org/wiki/Radiosity_(3D_computer_graphics) lighting and dynamic http://en.wikipedia.org/wiki/Shadow_map.http://en.wikipedia.org/wiki/Source_Engine#cite_note-brochure_rendering-4 http://en.wikipedia.org/wiki/Deferred_lighting is supported on consoles.
  • Facial animation system: A full range of human and non-human facial movements. http://en.wikipedia.org/wiki/Lip-syncing#In_video_games using the system is auto-generated and http://en.wikipedia.org/wiki/Dub_localization.http://en.wikipedia.org/wiki/Source_Engine#cite_note-steamnews_meetheavy-5
  • Blended http://en.wikipedia.org/wiki/Skeletal_animation system,http://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_sequence-6 including http://en.wikipedia.org/wiki/Inverse_kinematicshttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_ik-7
  • Water flow effectshttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vlachos_waterflow-8
  • Dynamic 3D woundshttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vlachos_l4d2wounds-9
  • http://en.wikipedia.org/wiki/Alpha_to_coveragehttp://en.wikipedia.org/wiki/Source_Engine#cite_note-alphatocoverage-10 edge smoothing for foliage etc.http://en.wikipedia.org/wiki/Source_Engine#cite_note-papers_distancealpha-11
  • Map logic scripting with the http://en.wikipedia.org/wiki/Squirrel_(programming_language) programming language.http://en.wikipedia.org/wiki/Source_Engine#cite_note-vscripts-12
  • Significant http://en.wikipedia.org/wiki/Source_code access for http://en.wikipedia.org/wiki/Mod_(computer_gaming) teamshttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_modwizardcomplete-13
  • Network-distributed (including the internet) http://en.wikipedia.org/wiki/Level_(video_games) http://en.wikipedia.org/wiki/Compilerhttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vmpi-14
Source from Wikipedia
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Fiori Pra
 
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Post » Sat May 12, 2012 10:27 pm

Features in Cry Engine 3
  • Simultaneous http://en.wikipedia.org/wiki/WYSIWYG on all platforms in Sandbox editorhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • "Hot-update" for all platforms in Sandbox editorhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Material Editorhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Flow graphhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Track View Editorhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Procedural Placement Tools & Cover Generationhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Integrated vegetation & terrain cover generation systemhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • http://en.wikipedia.org/wiki/Real-time_computer_graphics soft http://en.wikipedia.org/wiki/Particle_system & integrated FX editorhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Road & river toolshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Vehicle creatorhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Fully Flexible Time of Day Systemhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sandbox-10
  • Streaminghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-performance-11
  • Performance anolisys Toolshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-performance-11
  • Visual Budget Systemhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-performance-11
  • http://en.wikipedia.org/wiki/Multi-core supporthttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-performance-11
  • Sandbox development layershttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-performance-11
  • http://en.wikipedia.org/wiki/Software_rendering#Offline_renderinghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-performance-11
  • Resource compilerhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-performance-11
  • Natural lighting & dynamic http://en.wikipedia.org/wiki/Soft_shadows withhttp://en.wikipedia.org/wiki/Penumbrahttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/Irradiance Volumehttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/Deferred_shadinghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/Real-time_computer_graphics dynamic http://en.wikipedia.org/wiki/Global_illuminationhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/Eye_adaptation & http://en.wikipedia.org/wiki/High_dynamic_range_renderinghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusionhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/Color_gradinghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • "Uber Shader" technologyhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • Blend Layerhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/Normal_mapping & http://en.wikipedia.org/wiki/Parallax_occlusion_mappinghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/Motion_blur & http://en.wikipedia.org/wiki/Depth_of_field with sprite-basedhttp://en.wikipedia.org/wiki/Bokehhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • High quality 3D waterhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • Dynamic http://en.wikipedia.org/wiki/Volumetric_lightingeffectshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • Volumetric, layer & view distance fogginghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-visuals-12
  • http://en.wikipedia.org/wiki/PolyBump
  • High Speed Texture Rendering
  • Screen Space Directional Occlusion (SSDO)http://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-dx11-13
  • http://en.wikipedia.org/wiki/Tessellation & http://en.wikipedia.org/wiki/Displacement_Mappinghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-dx11-13
  • Screen-Space Reflectionshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-dx11-13
  • Particles http://en.wikipedia.org/wiki/Motion_blur & Shadowshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-dx11-13
  • Character animation systemhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-characters-14
  • Character individualisation systemhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-characters-14
  • Parametric http://en.wikipedia.org/wiki/Skeletal_animationhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-characters-14
  • Procedural motion warping & http://en.wikipedia.org/wiki/Inverse_kinematics solutionshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-characters-14
  • Facial animation editorhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-characters-14
  • http://en.wikipedia.org/wiki/Subsurface_scatteringhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-characters-14
  • http://en.wikipedia.org/wiki/Artificial_intelligence editing systemhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-AI-15
  • Dynamic http://en.wikipedia.org/wiki/Pathfindinghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-AI-15
  • Layer Navigation Meshhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-AI-15
  • Automated http://en.wikipedia.org/wiki/Navigation_mesh generationhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-AI-15
  • Tactical Point Systemhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-AI-15
  • Integrated multi-threaded http://en.wikipedia.org/wiki/Physics_enginehttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-Physics-16
  • Deformables and soft body physicshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-Physics-16
  • Interactive & http://en.wikipedia.org/wiki/Destructible_environmenthttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-Physics-16
  • Rope physicshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-Physics-16
  • In-game sound mixing & profilinghttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sound-17
  • Data-driven sound systemhttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sound-17
  • Dynamic sounds & interactive musichttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sound-17
  • Environmental audiohttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sound-17
  • http://en.wikipedia.org/wiki/Key_frame-accurate sounds in animationshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sound-17
  • Sound moodshttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-sound-17
  • http://en.wikipedia.org/wiki/Stereoscopic_3D support for all platforms with minimal performance loss and zero quality impacthttp://en.wikipedia.org/wiki/Cry_Engine_3#cite_note-3d-18
Source from Wikipedia
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Naomi Ward
 
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Post » Sun May 13, 2012 4:43 am

What !!!!!! it cant handle Dynamic light , I'm sure you don't know about Source Engine
I've played Dark Messiah of Might & Magic, which runs off the source engine. When you set things on fire, they radiate no light of their own... I think that's what is referred to as dynamic light but I'm not totally sure.

Either way, the source engine is pretty outdated compared to other modern games.
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Eileen Müller
 
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Post » Sun May 13, 2012 5:32 am

This is from Wikipedia :

Skyrim is powered by Bethesda's own Creation Engine which is the company's new engine.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-GICreationEngine-29http://en.wikipedia.org/wiki/Creation_Engine#cite_note-30 Bethesda has officially stated that the engine will be used at least in one more project apart from Skyrim.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-31 After Fallout 3's release, the team devised numerous design objectives to meet for Skyrim, and as Howard described, the team "got all those done and kept going".http://en.wikipedia.org/wiki/Creation_Engine#cite_note-gameswelt-32 Had the team not been able to meet their design goals with http://en.wikipedia.org/wiki/History_of_video_game_consoles_(seventh_generation), they would have waited for the http://en.wikipedia.org/wiki/History_of_video_game_consoles_(eighth_generation) and released Skyrim then,http://en.wikipedia.org/wiki/Creation_Engine#cite_note-33 but, as Howard felt, the current technology did not hold the team back at all.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-gameswelt-32 The Creation Engine allowed for numerous improvements in graphical fidelity over Bethesda's previous efforts. For example, the http://en.wikipedia.org/wiki/Draw_distance renders farther than in previous Elder Scrolls games; Howard furnished an example where the player could stare at a small object such as a fork in detail, and then look up at a mountain and run to the top of it.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-world_design-34 Dynamic lighting affords shadows to be created by any structure or item in the game world, and while Bethesda utilized http://en.wikipedia.org/wiki/SpeedTree to produce http://en.wikipedia.org/wiki/Flora in previous games, the Creation Engine utilized by Skyrim allowed for greater detail than what had been allowed by SpeedTree.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-GameInformerSkyrim-23 For example, with Bethesda's own technology, the team was able to give weight to the branches of trees which affected how the tree blew in wind; in addition, the technology afforded wind to affect the flow of water in channels such as rivers and streams.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-technology-11 Because of the large presence of snow in Skyrim's game world, the technological upgrades were applied to weather effects and allowed for dynamic snow fall upon the terrain, instead of snow that was rendered as a textural effect in previous games.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-technology-11

The team made use of http://en.wikipedia.org/wiki/Havok_(software)'s Behavior toolset for character animation, which allowed for a greater fluidity between the character's movements of walking, running and sprinting, and also increased the efficiency of the third-person camera option which had been criticized in Oblivion.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-technology-11http://en.wikipedia.org/wiki/Creation_Engine#cite_note-35 The toolset allowed interactions between the player and NPCs to take place in http://en.wikipedia.org/wiki/Real-time_computer_graphics; in Oblivion, when the player went to interact with an NPC, time would freeze and the camera would zoom in on the NPC's face. In Skyrim, NPCs can move around and make body gestures while conversing with the player. Children are present in the game, and their presence is handled similarly as in Fallout 3 in that they cannot be harmed by the player in any wayhttp://en.wikipedia.org/wiki/Creation_Engine#cite_note-GameInformerSkyrim-23 since depictions of violence involving children in video games is a controversial and largely-debated issue.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-36 Skyrim makes use of the Radiant AI http://en.wikipedia.org/wiki/Artificial_intelligence system that was created for Oblivion, and it has been updated to allow NPCs to "do what they want under extra parameters".http://en.wikipedia.org/wiki/Creation_Engine#cite_note-OPSM_Skyrim-22 The updated system allows for greater interaction between NPCs and their environments; NPCs can perform tasks such as farming, milling and mining in the game world, and will react with each other, such as by fighting over loot that the player has dropped.http://en.wikipedia.org/wiki/Creation_Engine#cite_note-tgn-37
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Honey Suckle
 
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Post » Sat May 12, 2012 10:25 pm

What !!!!!! it cant handle Dynamic light , I'm sure you don't know about Source Engine
revo... who has used the Source SDK for over 800 hours
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Nuno Castro
 
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Post » Sat May 12, 2012 6:16 pm

The only area Source beats Creation in is it's stability. Source is an excellent engine because it just works so well but the reason it is not used more widely by devs other than Valve is because it looks too dated. Besides I think Creations problems with stability all lie in the fact that it is being used in such a huge and open ended game, which is something that not many engines cope with well without some bugs.
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Ryan Lutz
 
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Post » Sat May 12, 2012 5:11 pm

Check this on youtube
http://www.youtube.com/watch?v=Vv5862eaGPM
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Jinx Sykes
 
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Post » Sat May 12, 2012 11:14 pm

Check this on youtube
http://www.youtube.com/watch?v=Vv5862eaGPM

That was impressive!
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Franko AlVarado
 
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Post » Sun May 13, 2012 4:39 am

Top 10 game Engine in 2011 :
Unreal Engine
Coming Attractions: Bioshock Infinite, Homefront, Alice: Madness Returns, Duke Nukem Forever, Spec Ops: The Line, Gears of War 3, Batman: Arkham City

Before we move up to the newest engines on the block, let's salute the old battler. Like some sort of aging starlet the Unreal engine continues to modify itself in an attempt to stay perpetually young. Scarily enough, the “dress that mutton as lamb” approach is still working rather well.

Since its first inception in 1998, Epic Games' Unreal Engine (now approaching its fourth generation) has evolved to become the cost-effective, multi-format engine of choice for many of the major and minor publishing houses. Thanks to the adaptive skills of various talented studios, this engine is set to continue and be modified into a milf for a long time to come.

When will version 4 of this engine arrive? Sometime anywhere from 2013 to 2018. The reason for this long production track?Simple: Epic has no intention for it to be used on this generation of consoles.

RAGE Engine
Coming Attractions: Max Payne, Agent

RAGE's greatest strengths include its ability to handle colossal streaming environments, complex A.I. systems, weather effects, fast network code and a diverse array of gameplay styles. It also seamlessly interacts with middleware like NautralMotion’s Euphoria.

With their metric buttload of cash and time spent ‘RAGE-ing’ with Red Dead Redemption and GTA IV, we’re very keen to see how Rockstar can use that knowledge to push the envelope for their forthcoming titles. Improvement may be pretty difficult at this point; they’ve already got accurate physics, ecosystem A.I. and impressive draw distances. What else is left to be mastered?

Smooth the framerate, we reckon. You can never get that too fast. In fact, we want all of our future GTA race missions to play out like we’re http://www.youtube.com/watch?v=w3whW65Xl54 on the Atari 800XL. We are not asking too much.

CryENGINE
Coming Attractions: Crysis 2, Sniper: Ghost Warrior 2

According to the efficient German scienticians at Crytek, "CryENGINE 3 is the first Xbox 360, PlayStation 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies." Unlike many of its competitors, this engine has the benefit of not needing middleware support to handle physics, sound and animations. In short, it is a jack of awesome trades.

The third version of the engine improves upon its destructible environments, light sources, real time soft particle system, real time dynamic global illumination, depth of field effects and a slew of other features. But what’s most impressive is how much it manages to squeeze out of the PS3 and Xbox 360. To our shock, the demos we’ve seen of it on 360 look very comparable to the original Crysis on high quality settings. Good news for console gamers and another reason for PC gamers to feel all smug. Win / win.

Naughty Dog Game Engine
Coming Attractions: Uncharted 3: Drake's Deception

The Naughty Dog Engine shows how much potential there is in the PlayStation 3 when the mechanics know what they’re doing under the hood. The first version of the engine in Uncharted wowed us with lush verdant jungles and spectacular water effects. The follow-up version in that game’s inevitable sequel most notably improved cloth, fur and accurately recreating God's dandruff (layman's terms for atheists: 'snow').

For this third iteration, Uncharted 3: Drake’s Deception, the mastering of fire and sand systems seem to be primary focus of the visual virtuosos at Naughty Dog. If you’d like a better demonstration of the engine in action you need only look to the Spike VGA Trailer which – amazingly – has been confirmed as actual in-engine gameplay footage. And yes, that twinge you just felt is the early stages of a nerdgasm.


IdTech
Coming Attractions: Brink (modified 4.0), Rage, Doom 4

id have been developing their behemoth idTech 5 engine for quite some time now, and because this latest version primarily has consoles in mind, the approach to its design has been quite unique. Because the CPU architectures in the 360 and PS3 are so chalk and cheese, id has gone to great lengths to shift as much of the workload onto the GPU as they can to achieve much more parallel results. In practical terms that means there won’t be one version of the game that’ll look like Jesus’ tears made digital, and another version that runs like Satan’s butt sweat.

Other wow-factor additions to this engine include the use of mega-texturing (which sounds awesome no matter what your technical understanding of it is) and a jaw-dropping virtual texturing system has been developed to allow the sensible, seamless streaming of these insanely detailed textures.

Interestingly, due to Bethesda’s acquisition of id, we figured Elder Scrolls V: Skyrim would be using this engine, but this has proven false with the news that Bethesda will be using an in-house "all-new" one.


Team Bondi proprietary Engine
Coming Attractions: L.A. Noire

When L.A. Noire was announced sometime back in the Jurassic period, everybody assumed it would be built on what Rockstar was using at that time (Criterion’s Renderware engine). Time passed and Rockstar decided to up and create their own engine, RAGE, and we made another safe assumption that L.A. Noire would use it. Wrong again.

When it finally hits the streets L.A. Noire will be humming along on an engine custom built by Australia’s own Team Bondi. As to how much input and shared technology has occurred between the Sydney-based developer and its Rockstar overlords is uncertain at this point, but after witnessing the game hands-off, we reckon the similarities between it and RAGE are quite remarkable.

The major and most obvious difference between the two engines is L.A. Noire’s amazingly life-like animation system that draws upon the benefits of the MotionScan actor performance capture technique. What is a bit of a mystery at this point is whether or not Euphoria will be included in the engine as a middle-ware animation solution (as it is in RAGE). The question has been asked, but the jury is still out.


EGO Engine
Coming Attractions: DiRT 3, Operation Flashpoint Red River, Racedriver: Grid 2, Bodycount

As an engine used primarily in racing games, EGO has already proven that it can be relied upon to spit out great simulations with impressive levels of detail and rapidity. It also made an extremely decent, if slightly undercooked, attempt at the FPS genre with Operation Flashpoint: Dragon Rising.

In 2011 Codemasters is sticking to what it knows best and will be reattempting those two genres once more using EGO 2.0. Many of the details that surround this latest version of the engine are shrouded in mystery, but we’ve witnessed it in action inOperation Flashpoint: Red River and were impressed enough to add the engine to this prestigious list.

Though we’re not allowed to go into too much detail about it (just yet), we can say that the landscapes in Red River thoroughly outstrip Dragon Rising both in sense of scale and terrain diversity. The engine also appears to be handling four-player drop-in co-op quite well and the A.I. systems (both friendly and enemy) have been dramatically improved. It may sound cocky by name, but EGO is most certainly walking the walk.


Geo-Mod Engine
Coming Attractions: Red Faction: Armageddon, Saints Row 3 (rumoured)

Nobody does destruction like the Geo-Mod and - when Red Faction: Armageddon arrives on the 2.5 version of the engine - nobody will do “un-destruction” like it either. Thanks again, Martian nanotechnology.

The power of the Geo-Mod engine is that it infuses objects that are being destroyed with real-world properties that not only react to the player's tomfoolery, but also to other objects in the world. Weave this destruction system in with a streaming world with the usual multiple A.I elements and you’ve got one heck of an impressive engine. What’s even more amazing is that the unfolding digital calamity works well at a great framerate and across a network.

We’ve recently gone hands-on with Geo-Mod 2.5 and we can confirm that the possibilities of destruction are exponentially more entertaining when you have the ability to insta-rebuild and hurl chunks of debris at people on a whim. In short, we can’t wait to get our ass to Mars.


FrostBite Engine
Coming Attractions: Battlefield 3 (version 2)
Apparently DICE’s FrostBite 2 engine is going to build Battlefield 3 in such a way that it is optimized much more for the PC, as opposed to consoles. That’s great news for desktop gamers because, rather than being hamstrung by a bunch of under-powered simpletons, FrostBite 2 will be diligently trying it’s damndest to make your rig explode with its awesomeness.

At the time of writing it’s expected that it will hope to do this via the utilization of multi-core processors, 64 bit-OS’s, and advanced lighting. Which gets us to wondering; with more power and utilization of the FrostBite 2 engine happening, will we be seeing glorious 64 player matches again? On this point DICE are keen, but coy.

Console gamers needn’t lament through, because with the FrostBite 2 engine DICE say they can develop their games “simultaneously for the strengths of each platform (i.e. they’ll use the best API for each platform)." In other words, this svcker is still a multiplatform engine - but a decent one that can deliver the goods, no matter the platform.


and of course Source
Coming Attractions: Portal 2, Postal III, Half-Life 2: Episode 3

No list of ripping engines would be complete without Valve’s gift to gaming, the Source engine. Debuting in 2004 with Counter-Strike: Source; this modular engine has been steadily improved over the years with increasingly better technology. Some of the biggest additions in recent years have been improved multi-processor support, physics-based animation, improved AI path finding and a whole host of fancy lighting and shadowing options.

Moving into 2011 all of our evolutionary hopes and dreams for this engine rest upon the mirage that is Half-Life: Episode 3. But though that title will doubtless receive the lion’s share of Gabe Newell’s coding skills; from what we’ve seen Portal 2 isn’t going to be some sort of slouch, by any means.

Source from Games on net
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Sammygirl
 
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Post » Sat May 12, 2012 9:14 pm

You can quote features from websites all you want; any engine worth its salt can do anything that Source can do. I don't pretend to be an expert, but quoting features lists from Wikipedia doesn't make you an expert, either :tongue:.

Source is old and outdated, and there are a ton of better options.

EDIT: Copying and pasting material from a source that you don't quote is hardly beneficial to your case, either...let alone one that says that Episode 3 is coming out this year.
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Marlo Stanfield
 
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Post » Sun May 13, 2012 6:14 am

You can quote features from websites all you want; any engine worth its salt can do anything that Source can do. I don't pretend to be an expert, but quoting features lists from Wikipedia doesn't make you an expert, either :tongue:.

Source is old and outdated, and there are a ton of better options.

EDIT: Copying and pasting material from a source that you don't quote is hardly beneficial to your case, either.

And the fact it is Wikipedia :D
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Jessie Rae Brouillette
 
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Post » Sat May 12, 2012 3:36 pm

What !!!!!! it cant handle Dynamic light , I'm sure you don't know about Source Engine
For a more complete list, see http://developer.valvesoftware.com/wiki/Source_Engine_Features at the http://en.wikipedia.org/wiki/Source_Engine#Valve_Developer_Community.
  • http://en.wikipedia.org/wiki/Direct3D rendering on Microsoft Windows PCs, Xbox and Xbox 360, http://en.wikipedia.org/wiki/OpenGL rendering on Mac OS X and the PlayStation 3.
  • http://en.wikipedia.org/wiki/High_dynamic_range_rendering (HDR).
  • http://en.wikipedia.org/wiki/Lag_(online_gaming)#Solutions_and_lag_compensation http://en.wikipedia.org/wiki/Client-server networking modelhttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_networking-1
  • http://en.wikipedia.org/wiki/Computer_network-enabled and http://en.wikipedia.org/wiki/Bandwidth_(computing)-efficient http://en.wikipedia.org/wiki/Physics_engine.http://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_vphysics-2
  • Scalable http://en.wikipedia.org/wiki/Multiprocessor supporthttp://en.wikipedia.org/wiki/Source_Engine#cite_note-bit-tech_multicore-3
  • Pre-computed http://en.wikipedia.org/wiki/Radiosity_(3D_computer_graphics) lighting and dynamic http://en.wikipedia.org/wiki/Shadow_map.http://en.wikipedia.org/wiki/Source_Engine#cite_note-brochure_rendering-4 http://en.wikipedia.org/wiki/Deferred_lighting is supported on consoles.
  • Facial animation system: A full range of human and non-human facial movements. http://en.wikipedia.org/wiki/Lip-syncing#In_video_games using the system is auto-generated and http://en.wikipedia.org/wiki/Dub_localization.http://en.wikipedia.org/wiki/Source_Engine#cite_note-steamnews_meetheavy-5
  • Blended http://en.wikipedia.org/wiki/Skeletal_animation system,http://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_sequence-6 including http://en.wikipedia.org/wiki/Inverse_kinematicshttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_ik-7
  • Water flow effectshttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vlachos_waterflow-8
  • Dynamic 3D woundshttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vlachos_l4d2wounds-9
  • http://en.wikipedia.org/wiki/Alpha_to_coveragehttp://en.wikipedia.org/wiki/Source_Engine#cite_note-alphatocoverage-10 edge smoothing for foliage etc.http://en.wikipedia.org/wiki/Source_Engine#cite_note-papers_distancealpha-11
  • Map logic scripting with the http://en.wikipedia.org/wiki/Squirrel_(programming_language) programming language.http://en.wikipedia.org/wiki/Source_Engine#cite_note-vscripts-12
  • Significant http://en.wikipedia.org/wiki/Source_code access for http://en.wikipedia.org/wiki/Mod_(computer_gaming) teamshttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vdc_modwizardcomplete-13
  • Network-distributed (including the internet) http://en.wikipedia.org/wiki/Level_(video_games) http://en.wikipedia.org/wiki/Compilerhttp://en.wikipedia.org/wiki/Source_Engine#cite_note-vmpi-14
Hey, you know none of those mean dynamic light right? Source can handle one dynamic light per map - your flashlight in HL2, Wheatley's light in Portal 2, etc. As Exo says, I've spent enough time mapping in Source to know this.
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Lucky Girl
 
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Post » Sun May 13, 2012 1:25 am

You can't Deny Source Engine its one of 10 best game Engine's
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Emily abigail Villarreal
 
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Post » Sun May 13, 2012 5:55 am

You can't Deny Source Engine its one of 10 best game Engine's
I'm confused, what have we been doing for the past few hours then? :huh:

Just because the engine is used in a lot of games that doesn't mean it's a good engine.
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Elena Alina
 
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Post » Sun May 13, 2012 3:47 am

You can quote features from websites all you want; any engine worth its salt can do anything that Source can do. I don't pretend to be an expert, but quoting features lists from Wikipedia doesn't make you an expert, either :tongue:.

Source is old and outdated, and there are a ton of better options.

EDIT: Copying and pasting material from a source that you don't quote is hardly beneficial to your case, either...let alone one that says that Episode 3 is coming out this year.

Why you don't want to accept that Cry Engine 3 is good for RPG and MMORPG ? These Sources wasn't enough ? did you check them ?
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Jason King
 
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Post » Sun May 13, 2012 12:58 am

Why you don't want to accept that Cry Engine 3 is good for RPG and MMORPG ? These Sources wasn't enough ? did you check them ?
Why should we check out those things you keep spamming the thread with when you've ignored everything we've been trying to tell you?
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Chantel Hopkin
 
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Post » Sat May 12, 2012 3:52 pm

Why should we check out those things you keep spamming the thread with when you've ignored everything we've been trying to tell you?

Exorince at last i didn't understand that you accept Cry Engine 3 as a good engine for MMORPG and RPG or not ?
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Mylizards Dot com
 
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Post » Sun May 13, 2012 7:08 am

I think Source Engine is best because Lights[1] people [2] and large spaces [3]
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Anna Krzyzanowska
 
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Post » Sun May 13, 2012 7:34 am

I think Source Engine is best because Lights[1] people [2] and large spaces [3]

Thanks Nuck
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Christie Mitchell
 
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