LawMaker Game Engine
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- User Reviews
The LawMaker Game Engine is a real-time 3D engine developed specifically for current and next generation games. It also has benefits of providing a custom solution to a wide range of vertical applications that employ virtual reality systems, multimedia presentations and educational software. With the Omnibus Technology Suite, a development team and/or publisher is free to focus on the game design rather than the costly research and development cycle required to build a cutting-edge 3D engine.
- Object-Oriented Design
- Plug-in Architecture
- Platform independence and Unicode support for easy localization.
- Real-time data content update during game time development.
- Wide range of lighting model to allow game developers the option for creating current generation to next generation games. Traditional vertex-based lighting, global illumination via radiosity lighting-mapping and various shader lighting models (normal mapping, phong, blinn-phong, cook-torrence, environmental lighting, etc) can all be rendered simultaneously. Dynamic lighting and static lighting are seamlessly integrated into the scene.
- Full real-time shadows using stencil shadows and shadow mapping for all renderable Omnibus objects. This allows for accurate shadowing and self-shadowing of the scene geometry.
- All renderable Omnibus objects can be rendered using all the various lighting models. From bsp, prefab meshes, models, particles, sprites, etc.
- Environment Mapping
- Lens Flares
- Particle System
- Depth of Field
- Motion Blur
- Post-processing effects that allow radial blurring, glow effects, motion blur and HDR simulated effects.
- Advance particle system that can be used to provide environmental effects such as dust storms, fire effects, volumetric fog, smoke stacks and much, much more.
- Built-in environmental effects such as volumetric clouds, cloth simulation, planar reflection, cubic reflection and water/ocean rendering systems.
- Gloss maps
- Projected planar
- Shadow Volume
- High Level
- Shader system that supports both the fixed-function rendering system in DirectX and new shader based system (support vs1.1 – 3.0, ps.1.1 – ps.1.4 and HLSL).
- Terrain rendering using texture splatting through both fixed-function and shader-based. Material system featuring a wide range of vertex and pixel shader effects. Shaders are created using the omnibus shader scripting language that supports fixed-function shaders, assembly shaders and HLSL shaders.
- Occlusion Culling
- Scene-graph management system that ensures the optimal rendering path is performed on a per-frame per-scene basis.
- Indoor rendering system using BSP/PVS and portal technology.
- Outdoor rendering system using ROAM-like rendering for large scenes and Octree rendering for static heightmap scenes.
- Keyframe Animation
- Skeletal Animation
- Animation Blending
- Multi-bone skinned animation with varying level of bone influence.
- Morph-target system for various animations other than skeletal animation.
- Blended animations through cycle or action animations that allows for complex animations to be built on top of pre-existing animations.
- Early version of phoneme-based lip-syncing with both morph-targets or skeletal animation.
- Splatting Terrain system that allows both ROAM-like rendering and fast static heightmap rendering.
- Basic Physics
- Collision Detection
- Rigid Body
- Vehicle Physics Mature integration of ODE physics engine that allows for constraints and rigid body physics interaction between game entities. Also player interaction with game entities and game entity interaction with world geometry are currently featured.
- ClientServer architecture supporting up to 64 simultaneous players. For windows, IOCP server is used for optimal data transfer.
- Built-in authentication system.
- UDP/TCP support based on the need of the communication and data transfer.
- Optimized data delivery using UDP and packet bit streaming.
- Omnibus Runtime class allows for built-in serialization of game entity objects.
- Built-in client side prediction to eliminate latency for clients and providing important moves to eliminate snapping due to packet loss.
- Multiplayer support for dedicated server, listen server and client. Server uses IO Completion ports for maximum thread handing and IO throughput.
- Decision Making
- Finite State Machines
- Goal-based AI actions can be classified as atomic or composited to create complex goals.
- Through goal-based AI actions which are classified as atomic or composited actions, the developer is allowed to create multiple levels of abstraction and logic for his/her AI.
- Built-in locomotion system that provide autonomous AI movements.
- Built-in locomotion system also features group movement such as separation, alignment and cohesion. Group behaviors such as flocking and team pursuit are examples of this technology.
- Time-sliced path planning algorithms to allow for a constant CPU load during AI navigation through the level.
- Various search algorithms based on the criteria of the search: Dijkstra, A*.
- 2D Sound
- 3D Sound
- Streaming Sound Audio support using Microsoft DirectX
- Microsoft Visual Studio-like application that allows for the complete game development solution.
- True “What You See is What You Play” environment. Add and drop game entities and see how they react in a level without ever starting the game. This enhances development time because game objects can be modified/tweak on the fly without ever recompiling or starting the game engine.
- MFC based application that has the Visual Studio look and feel with multiple levels of undo/redo, copy/paste, dockable explorer windows, etc.
- Solution file that provides management and accountability of all game assets.
- Build levels using brush-based editing.
- Terrain editing system.
- Particle editing system.
- Artist asset source control that allows for up-to-date builds with a single click.
- Omiviewer application that is a lightweight
- Omnibus viewer that allows for dynamic game content updating and viewing.
- Game entities in Omnibus are C++ objects built using OOP methodology with game developers in mind. This allows game developers to easily extend the game components of Omnibus for their specific gaming needs.
- 3DSMax plugin that allows exporting of skinned mesh or multiple skinned mesh and their skeleton. Along with the animation set.
- Full LuaLuabind integration into all aspects of the gaming system of Omnibus. This allows for game developers to fully employ the power of Lua and OOP to develop all their game code.
- Game code can be written entirely as C++ objects or extended (using inheritance) as Lua game objects.
- Integrate C++ objects and/or Lua game objects into Omnibus using the Omnibus Runtime system.
- RTTI and automatic class/object serialization.
- Well-structured API set that is exposed to all Lua objects including all game entities in Omnibus. This allows for bilateral communication of Lua objects to C++ and C++ objects to Lua. This also includes functions, variables, etc.
- Change Lua code on the fly during game execution without ever recompiling or restarting the game engine.
|License Name||Price in $US||Source Code Included?||Additional information|
|Entry Level - Receive major and minor updates for one year. No developer support. No works can be published under this license, including commercial publication.|
|Commercial Edition - Receive major and minor updates for one year, includes one year of developer support. Free to publish your first game anywhere, for any price, royalty free.|
Don't waste your money
The trial is a lie.
Support or contact doesn't exist (mail and forum).
Shadows are really inestable.
A lot of bugs in many features.
Documentation is very poor, information incomplete.
Doesn't exists private forums, you should not believe what they say in the public forums.
The wiki is almost empty, the last update: november 07
Editor and game have a lot of crashes and some issues don't work properly.
Don't buy any licence.
lowmaker is a good engine in all wayes
its a complete game engine not just like other engines that clime to be a game engine and thy are merly a grahpics one ><
it has a good suport and very low comunity,
its lua pased script ,
all in all its worth a lock
a good engine
im an artist more than a programer and im searching for engine that dont need a lot of programing , and this engine uses Lua script (easyer than c & c++ i hope :) )
but im willing to put my time to learn it .
this engine is quite good in features from there website
i have ordered the 99.99 $ verson and i hope its like what they say it is .
Don't waste your time and money.
Features: Some are missing, others are buggy.
Ease of Use: Since you don't get the source with this engine, it is primarily an artist's engine, not a programmer's engine. Yet they chose to make the editor like Visual Studio instead of a graphics app.
Stability: If you plan to ship a game the engine needs to be rock solid, this one is not. Every update seems to be one step forward and two steps back.
Support: The biggest part of support is fixing the bugs. In that regard support is almost nonexistant.
It had been a year that our team is developing a game(pc) using LawMaker engine. Its really a good engine with a lot of features.
What I like the most about the engine is its architecture ( handling the artwork, codes, etc and even using the engine classes). LawMaker is more like a Rapid Game Development Engine like any other expensive commercial engine. As I said the architecture is already built-in.
Using the level editor is as good as playing a game. The runtime mode shows you all the stats which is really good when it comes to level optimization.
Optimization techniques are really cool, for indoor and outdoor levels both. Normally you wont get those features at the price they are offering. Their support team is cooperative.
Shortly we are comming up with a game for commercial release using LawMaker engine.
7Seas Technologies Ltd.
ok engine, Crappy Licence
This is an impressive engine that has a great set of features that rivals other engines such as torque. however...
Once you get ready to buy that's when it goes downhill.
First trying to get a Demo is as hard as it gets. First you email them. They reply and send you a NDA to sign. Then all of a sudden it goes quiet and you don't get any more reply's. Bad start.
Another MAJOR problem is that you must basicly spend $150 on a demo because your not allowed to publish any work on that licence. To do that you must spend $1499.99 on another licence.
I think this is a 5 star engine with a faulty licence.
too expensive and very crappy licenses
i tried the demonstration version and sadly it wasnt what i was expecting
first.. the crappy licenses, they are really really expensive for any small indie .. and less for individuals
and judging from a software that its first really functional license is $1500 dollars for 1 seat.. you expect something big but thats not the reality
its a good engine.. but it has several conflicts,bugs and stability problems.
on my pc (a athlon 64x2 4600 and ati x1900xtx on windows xp pro sp2) it crashed several times.. the wild west demo game crashed at the start , or tons of graphic glitches so i had to run it many times just to try it out because of the crashes.. the physics are buggy specially the car demo and the chain ball when you hit the ball with an axe in some angles causes way much more force than with a shotgun and keeps rolling and rolling or gets stuck
it would be a good engine in the 100-200 us dollars mark but not at $1500 that price is just unrealistic as hell
be weary, people write reviews in haste
I. Main issue:
Features from the main page are missing, I know this because they admitted to this. (1 example: no ragdoll physics) But they only admitted to it after I paid for the license.
- Also: I have unanswered posts in their developer forums about issues they will probably never fix or care to address.
II. One of the worst parts:
#1 worst thing, they won't give their clients the full or even %50 of the API for review. Not even a censored/doxygen layout for review !!!! !gah very lame!
Another thing: BE CAREFUL ABOUT THEIR LICENSING.
$150 for the single dev WW package but depending on how many people are on your team (even artists), when it comes time to go commercial, the fee goes skyrocketing! Not to mention you need a team license if you have team-members.
III. About licensing and your entire entire entire team, even the sandwich maker.
3 people on a weekend warrior team license = $499
BUT add 1 more member and it goes up $500 to $999
if 1 person makes a FULL game on the $150 license they have to pay $1500 more to release it commercially. (1 person on lawmaker ? I would like to see that game)
if 4 people make it then it's $5000 more to release it commercially.
They force all coders,modelers and artists to need license seats because they have phased-out/greyed out use of their law-viewer tool.
Integrating steps for parts of Opensource tools into their tools to make in necessary that a modeler cannot just make a model ready for the game.
- In one engine build; they said it was fine to give the 'law-viewer tool' to team-artists who were working on your project. Then they turned around at the next engine build release and made it clear that "everyone" needed licenses and lawviewer was a licensee tool. They even broke the lawviewer.exe in hoping that non-licensee artists would update to a broken version of law-viewer as so they would need to "buy-in" to regain functionality.
(but they did not admit to all of this until I noted the necessary and now separated (not #include[d] anymore).dll files to the public to get the tool back into use).
!!! Don't even get me started about the broken ODE functionality. !!!
IT WOULDN'T BE SO BAD IF THEY ALLOWED US TO GET THE SOURCE SO THAT WE COULD FIX THEIR BROKEN CODE.
But I guess when you buy from guys that change business-ethics on a day to day basis, your outta luck.
These guys can code a nice engine but their marketing skills are very very very poor. Did I say VERY poor ?
If you don't believe me about any of this, then: buy a license, check out their lies and look for my posts in their forums about not solved issues(no ragdoll phys, non-changeable 1axial climbsided ladders, horrid naming conventions and 3dsmax material mappings...so much crap they could give a shit to tell you about)
Remember: "no refunds"!
After a Year of Use
Well were do i start, when i first used the engine it was a bit difficult to use, but i slowly got the hang of it.
The interface is easy to use and understand, it has the basics as does any other Game engine, but what i like more about LawMake is everything is in one place u don't need to purchase another program to do your particle effects,terrain,timeframe etc.The layout of the engine is nice to look at and doesn't clog up the screen u have plenty of work space(Ausome on a wide screen :) )
Updates well when they arrive it adds more depth to the engine and the stability gets better and better. The formats that the engine supports is limited but they are adding more to make the work flow alot easier and affordable.
The object orientated items are all editable and is a breeze to use, i just hope they bring out abit more updated docs and advanced doc on all the systems etc would be wonderful.
The game language is a standard industry,this is my downfall area i am not a programmer but i have brought a few books and the engine's Wiki has the switches for the programe language, this also sometimes is not been updated but ya can get by.
well i hope this helps someone :)
thks for ya time
I and a few friends own the engine since about 1 month. We are very contented with Darkroomstudios.
1.) of the Support is simply great thanks to Evann. Since he answers always politely, and in very quick time. Therefore, it is able to I happen in meet from him 4 e-mailantworten agrees. What I find very commendable.
2.) the Preisleistungverhältniss is also not so bad. Only some Liezenze I find for an amateur developer too expensive.
3.) The engine itself is built up very simply. And also to serve easily. And if mann itself sometimes hard acts one immediately gets further thanks to me Tutoral immediately. In the big and whole running the engine solidly, only she has 1.2 small program errors inside. Otherwise she is very good.
Therefore, I hope jungs from darkroom so continue.
Best for me so far!
I have tried deferent game engines over the past two years and I must say this Is the best engine for the money. It has everything I wanted In a game engine. It looks like the guys at darkroom studios are working around the clock because I constantly see updates to Improve the engine. I haven’t found no other game engine that come close for the money. I would say to get the power and features of this engine from any other developer you would have to pay an arm and a leg for It. Darkroom studios also has excellent support, If I have any problems there quick to respond and there always glad to help. Great for Indie game developers!!
Hey everyone my name is Devin, I am the 3-D moder and assistant animator for our project. Because of this I do not work directly with game engine. When we finished the first stages of the character design for testing in the engine they turned out very poorly in what we saw. Since then they have been working great technically speaking which will help us to advance creatively. After the most recent updates to the game engine I can see that the Lawmaker engine is shaping up to be more and more competitive with the industry leaders today.
A dream comes true
The LawEngine+Tools is the best 3D-Engine-Solution for Indies i ever seen.
The combination of Features, Stability, Price and Support is unbeatable. Believe me.
Yes, i rated 5 stars for their support. But that's definitely not true. 10+ stars would be true.
You want an example? OK. I had a question. I wrote a mail to Evan ( one of the guys from Darkroom Studios ) on saturday. The answer came five minutes later. And i'm from germany!!! That is unbelievable.
Summary: If you want to create a good looking (state of the art) professional game, the LawMaker-Engine is a very good choice and thus a good investment.
I've been using LawMaker for 7-8 months now. If I had written this review in the first week of using the product I would have just given it 5 stars all the way and went on about how awesome it is. It is that impressive when you first get it.
If I had written this review 4-5 weeks after using it, I may have swore a little and given it 3 stars most of the the way. However most of that is my fault, and I do get frustrated easily. Documentation, tutorials etc... could have been a bit better, but that has already been addressed and corrected.
But look, this is a complex and comprehensive product.
This is not for doodlers wanting to make a quick game. You need to be serious and apply yourself, this is the real deal folks. It takes some getting used to the tools and methodologies, as with any software, but once you get it, once it clicks, you see the beauty that it is.
I have used several other Indie game engines, they DO NOT compare to the LawMaker. They may have larger communities at the moment, but many in that community are novice and not very helpful and much of whats on the forums is outdated and useless.
The support given by Darkroom Studios is beyond 5 stars, it is absolutely insane! I have gotten support on Sunday, Saturday, late night, early morning, on the day of the Super Bowl for godsakes! These guys are dedicated, knowledgable and actually helpful in every
respect, including payment plans!
Every single thing I have reported as a minor bug or as an enhancement has been corrected/added and delivered in the next update. This software, just in a few months has gotten better and better. I don't know how they do it.
Bottom line is, if you are serious about making a "real game", and can't afford the engines of the big boys then this MUST be your first stop. You will not regret it.
----- other notes -----
-I'm giving ease-of-use a 4 because you will need a functioning brain and dedication to properly use this product. It doesn't write the game for you.
-Art pipeline is quick and smooth! Painless!
-Examples, tutorials, video tutorials are available now that greatly speed the learning curve.
I finally found a little time to learn this engine. I purchased indie licence about 4 months ago, and I can tell you that I regret that I lost so many time to learn it better.
It is simply fantastic!!!
After just reading their manuals from WIKI page I sudenly felt that I worked with it for months. Everything was so clear and well organized, starting from creating Sollution file and adding resources to your project.
LM consist of 2 folders, one for keeping all your assets and second for keeping compiled stuff. So everything you load into your level from assets folder and compile it, its automatically goes into second, ready-to-go folder. Everything is well organized and you can find assets in a second.
What amazes me most, is that player-camera script is completely done, with setting few properties you can set your parameters with easy. Together with superb AI with almost no programming required, makes this engine realy strong contender out there.
I purchased so many engines so far (3DGS, Torque, BV..) but none was so easy to understand, and strong and so fast.
If you look a list of features you will see that it is really impressive. But only when you open all demos, which you get with SDK, then you will see and feel the real power of it. Implementing normal maps is easy like applying simple texture to your objects, adding lights is very easy and shadowing system makes this engine one of the best on indie market.
Exporters for almost all "big" 3D packages ensures us very easy workflow.
Working with Editor is very easy and you will mastered it in short time.
It is realy a -must-have-engine.
Very pleased with LawMaker
As I'm sure many of you have or are currently, We searched and tested more engines than I care to remember. Surprisingly enough, Lawmaker was one of the first engines I examined. I set it aside to compare with the many other engines out there. what I found was though there are afew that are pretty good, I found none that compare.
So many features completed, which is more than whats listed above, and always more on the way. The best thing to me has to be the support the developers give you. rarely have I ever asked a question where they didn't get back with me the same day. No plugin's needed, nor hours and hours spent on adding in AI or physics systems; tweak things as you see fit.
I can honestly say that I fully recommend this engine to anyone looking to be creative.
My dream is coming true!!!
I'm a really happy licensee, after wasting my time trying a few freeware engines and some other low-cost commercial ones I finally came up to an all-in-one development kit that will help us all to complete a next generation 3d game!
Latest technology/features/logic, extremely easy to use with its lovely built-in editors, very powerful! If you want to make a GAME then here is what you need!!!
I'm not going too deep with technical details, you can just read the software description above.. and trust me every single word is reality, the engine has all this plus a lot of minor and major updates, this means that these guys at Darkroom Studios are working really hard.
They also provide great support! Very friendly, they will answer all your questions very quickly (no need to post and wait for the forum users), get the answer straight from the creators!!!
Definitely 5 stars all around, a superior 3d game and virtual reality developmet tool, with great support, tutorials, examples etc.! Don't believe me? Then see with your own eyes, they might provide you with a free evaluation kit!
Licensing starts at very low prices to allow indipendent developers and small companies to work with this beautiful piece of software worth millions of dollars!
Too beautiful to miss it :)
Not your typical engine...
Tired of being told that a game engine is capable of supporting a feature as long as you are capable of coding it into the engine? I most certainly was. The Lawmaker engine is a breath of fresh air to those of us who aren't dedicated game programmers. Honestly how many people have the time to add in Physics and AI?
The Law editor is top notch for level creation. It offers great control of the flow and design of your levels. Lawmaker may come with a higher price tag, but in the end you save money. Do you really want to pay for add-ons for everything?
Lawmaker is maturing very quickly and gets better day by day. My props go out to Darkroom.
Am I reading that right?
First, the engine looks fantastic, both in feature sets and graphically. Certainly an option I would look into.
However, there's one thing in their licensing options that threw me. There's a section for "free bug fixes", the length of time varying by what type of license you get.
Call me crazy, but isn't there something fundamentally wrong with charging licensees to fix bugs in your own engine code? They're the engine developers' errors.. why are they charging the licensees to fix them?
That seems very strange to me.
not dead at all!!!
I've been evaluating the LawMaker engine for a week now and i'm amazed at how good it is for such a small price. tools are really stable and extremely easy to learn (especially if you allready have been fiddling with other editors). I would recommend it to anyone that wants to start learn how to make games and also produce serious games as a game dev company.
And no, the site nor the company Darkroom Studios are not dead, i got the eval kit 2-3 days after requesting for the eval. and i have been in contact with them several times with support, even on a sunday! that what i call dedication.
Keep up the good work!
The hidden engine (LawMaker engine)
I am from a new video game development company called "Bad Smart Productions", our temporarly website is www.badsmartproductions.com
We researched in Devmaster.net and other sites a couple of times to get in touch with some of the popular game engine companies and use a couple commerical engines that are sold world wide in the internet, but we didn't feel satisfied and happy as with the LawMaker Engine from Darkroomstudios.
The Engine's price that reflects the number of our developers in the company was very attractive.
Suprisingly, I dont see a lot of people who checked the company's Fourms and I believe only few including us who purchased the engine, I wonder if many people did really request an evaluation Kit to check it out?
I will summarize my experince until this day.
The engine is new, but packed with plenty of features that are very attractive, especially the ease-of-use of the engine's editor and the use of LUA script for advanced instructions. The engine is ready to be used and to release a Triple A titles, it had minor bugs in the first release, but the support team fixed it few days later and released a 2nd build that was very stable.
The features of the engine are great, and more features are coming on the way as part of the technology roadmap for the LawMaker engine, which is cool. Moreover, Darkroom studios takes as well requests from licnesees for any additional features to add to the LawMaker's Editor/Engine (tweakings or anything they can do about in the short-time which is awesome) and that helped us big time to speed up the process of developing our first game title, and we thank them for that.
The editor is easy to use once you do the tutorials and understand how to use it for your game project, pretty much like any game editor (unreal, far cry, etc..)
We took the step to check out the LawMaker and requested an evaluation kit that includes demos with it(an early build of the LawMaker engine with a couple of levels to show you the capabilities of the engine and what to expect to do when create your own game project).
The tech support is the best I have seen, I have been emailing them since January until this day, and I get 1 , 2 or 3 responses sometimes same day or the following day (you might even get a reply at night too!). I am not kidding, you try it and tell everyone else! The tech person who handled our email responses is "Evan" just to clarify the person I am talking about, thats part of the reason why we would like to stick to Darkroom studios and support them.
When we recived a reply from other companies regarding their game engine pricing, this is what we experinced:
1-Reality egnine: no reply until this day and I dont care if they are successful with their engine because we emailed them before and after we established our company. we recived nothing, whoever is with them good luck and I wish you the best, but for of us, we are not happy of the outcome. we faxed the agreement, provided an email and nothing came along :(
2-Crytek (Far Cry): no reply as well, I feel they would reply only to big companies or people who were in business, I dont know, but I remember a group of new game development company were not happy for license price from Crytek, but we had no reply anyway so it doesn't matter :(
3-Popular Game Engines that released several games for the PC, XBOX, PS, .. gave us their reply, they were nice and straight forward to business, but we couldn't afford their price range at all! .. its like a dead end for us before we actually start. but they replied and we appreciate that :)
finally, we came across Darkroom studios, we had no clue what to expect, we didn't know whether we go for it or simply give up our dreams, but we continued emailing them until their evaluation Kit became ready, and I agree to my team that we should give people a hand as they would do for us, and thats how we decided to be with Darkroom Studios. We are trully glad and happy that we made the right decision to invest our money and our time in the LawMaker engine :)
My advice to game engine companies, please wake up, we are college students! how on earth we would be able to afford something so expensive if we are unable make enough money out of school and part-time jobs! we talked to a lot of people and spent a lot of time and it ain't funny.
I hope this would be helpful to someone someday and remember us in the future, good luck to everyone who is new in the market and developing an interesting game out there :)
Fawaz, Executive Director of
Bad Smart Productions, LLC