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Quest3D is a very flexible authoring environment for real-time 3D applications. It is packed with a huge set of features, very good support and very attractive license conditions. The edit-while-executing and graphical nature of Quest3D makes it one of the most intuitive tools to work with. Quest3D is used by hobbyists, educational institutions and big name companies. Projects include anything from small freeware games to huge industrial virtual reality setups.
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- Physics, Database, Networking, VR input devices, Stereo display, Force feedback, Pathfinding, Per-pixel shading, Plug-in structure with SDK
- 5DT data glove support
- Support for force feedback input device
- Publish as single executable, installer, webpage, or screen saver.
- No programming commands or script, fully graphical interface!
- Stereo Rendering
- Includes a shadow map ray tracer.
- Supports fonts from 3D Models and 2D textured fonts.
- Multiple materials per object
- Special materials effects through per-pixel shading
- Multiple transparency modes
- Environment Mapping
- Lens Flares
- Particle System
- Mirror The flexibility of Quest3D allows you to create many custom effects.
- Gloss maps
- Dynamic lighting (up to eight lights, types: spot, omni and linear)
- Diffuse and specular lighting
- Import radiosity light maps from applications such as MAX and Maya
- Build-in light map ray tracer
- Shadow Mapping
- Projected planar
- Shadow Volume Quest3D can either use hardware or software shadow volume creation.
- Quest3D includes a texture tool that allows you to map textures. Cube maps are supported.
- Bump mapping using environmental bump map technique
- Bump mapping using per-pixel shading technique
- Real-time compressed texture support (DXTC)
- Up to eight texture stages (depends on hardware)
- Supports JPG, TGA, PNG, BMP and DDS file formats
- Transform texture coordinates using a motion
- Automatically creates bump map from height image
- Can compress images (DXTC)
- Pixel Quest3D includes vertex colors support (.x import) and several per-pixel shaders are provides. HLSL is planned for the next version.
- Mesh Loading
- Quest3D supports skinned meshes, multiple texture coordinates, vertex colors. Integrated Polytrans which supports many formats.
- Primitive meshes: donut, square etc.
- Imported meshes: polygons, lines or points
- Use a maximum of 4 billion vertices per surface
- Includes .X exporters for MAX, MAYA, Lightwave 3D and AutoCAD
- LOD Quest3D is not optimized for portal rendering or anything. The BSP is used for collisiona and path finding. There is optimized rendering for huge character crowds and massive vegitation.
- Forward Kinematics
- Keyframe Animation
- Skeletal Animation
- Animation Blending
- Basic Physics
- Collision Detection
- Rigid Body
- Vehicle Physics
- Quest3D uses ODE for physics. Create complex physics simulations using the graphical interface.
- Provides collide and slide collision for simple character collision.
- Can use ray intersections, sphere and box intersection tests.
- One of the clients can be a server or create a dedicated server.
- Microsoft DirectPlay network synchronization
- Network text, matrices, vectors, values and commands
- Lobby system
- Interpolation for good results on slow networks
- Single project for client and server application
- Decision Making
- Finite State Machines
- Scripted Quest3D has a path editor to paint paths. It uses a combination of a painted graph and collision geometry to create a stable path.
- 2D Sound
- 3D Sound
- Streaming Sound
- Can stream mp3, play 2D and 3D sounds. Basic controls such as pitch, volume and panning are available.
- Create Winamp visualization plugins
- Mono, Stereo and 3D audio
- Doppler effect simulation
- Roll off effect simulation
- 3D positioning, compatible with multiple speaker setups (5.1) (depends on hardware)
- Control position, pitch, panning and volume
- Imports WAV, MP3 and MID files
Quest3D's main strength is the editor. The editor allows you to control every detail of your project using very intuitive, task specific interfaces. The interface is completely customizable and has friendly feel to it.
- Quest3D uses a graphical form of scripting. The graph editor allows you control the dataflow and logic of your project by drawing relations. This method is better than traditional scripting in many cases. It provides much more room for experimenting and you never have to worry about syntax. An additional benefit is that this method does not need any compilation and is extremely fast.
- In some cases might rather use traditional scripting. The expression system is a very simple form of scripting. The next version of Quest3D will have Lua scripting build in which is one of the fastest script languages and uses little memory.
|License Name||Price in $US||Source Code Included?||Additional information|
|Creative Edition (Price in EUR dollars)|
|Power Edition (Price in EUR dollars)|
|VE Edition (Price in EUR dollars)|
I found what I was looking for
Hello, all. Im not gonna make neither a technical nor an exhaustive review. You have all the specifications well detailed above.
At the moment of this post I remember how much times I came to this website trying to find information, looking for the best engine for my game project. I have tried tons of engines, freeware and trials for commercial, looking for a powerful TOOL that could let me give little (but firm) steps to my final project getting good performance results.
I gave a try to Quest3D and after a month I bought Power Edition (more than enough for the kind of games an indie developer could expect to do).
That was 6 months ago and I can say Im really glad of my decission, I found a very friendly and active community with lot of people willing to help and Q3D developers involved.
Im very happy with the way to programm in Q3D, It's really an intelligent and graphical way. (forget about the question: how many thousands of lines of already coded...?)
Being honest, I would tell you to try it if you haven't done it already. If you find what you are looking for, congratulations to jump to our community.
Thanks and see you ;)
Quest3D: Build your game while playing it
There's not many game devs using Quest3D yet, mostly because they don't aggressively market it at us. They should though since nobody has built a better tool to build games on. Don't let all their screenshots of architectural walkthroughs scare you away.
Windows DX8 (Quest3D version 2.0)
Windows DX9 (Quest3D version 3.0)
The primary feature of Quest3D is their visual programming system called channeling. It functions similarly to a scripting layer on top of the engine (which is coded to directX in c++). It's different from most scripting languages in 3 main ways:
1) runs very fast
2) dynamic programming
3) no typos
1) I don't have any benchmarks for you, but run speed is more like Java than it is like Python. Quest3D seems to always prefer a large memory footprint over slow execution. Bottlenecks are likely on the GPU anyway.
2) This is the biggie. You interact with both your code and your game simultaneously. You watch the code execute. Variable values and program flow are displayed visually. Changes you make on the code side are immediately reflected in the game. Import a new model or texture while playing. Define a new AI state while playing. Tweak friction and gravity while playing.
3) You type very little and so can't miss a letter in function names. Coding is done mostly by dragging boxes around and defining their flow hierarchy by connecting nodes. I hear you groaning, but it's not what you think. It's low level when you want it to be. The boxes you drag around range from "float", "string", and "matrix" to "Finite State Machine", "ODE Body", and "Render To Texture". Its been marketed as development without programming, but it is really programming without a keyboard.
Because they've exposed many of their base classes for you to inherit from, you can write c++ when needed. You can write your game in channel code and then optimize the parts you need to before release. Don't get stuck trying to write optimal code from the start because you won't have as much time to find the fun.
No strings. There's no required splash screens and no royalties.
1) You're dependent on their runtime because you don't have full source code. There's sometimes bugs you have to work around instead of solving.
2) Two languages. You'll likely need both the visual channel code and c++. Writing in c++ gives your mouse finger a rest though.
3) Windows only.
The key to building something fun is iteration. With Quest3D, you can iterate more because there's no lag between coding and testing.
Give the Quest3D Demo a try.
don't stop taking the pills
quest3D isn`t a game engine full stop (thats why there aren`t any real games around that have been made with it).
People trying to push it as such are either ignorant or have a commercial interest in doing so. Quest is an extremely high level visualisation tool, at times still a bit buggy but with good support. You could do a flight simulator, but let's be honest... only as a kind of 'up in the air "walkthrough" '. For anything complex or dynamic, approchaing something like today's video games, it's simply not suitable. Pricing is crap as well compared to whats on offer elsewhere (gameenginewise). Come on guys, you've got to pay about $900 just to be able to use a data structure, as simple as an array. Utterly Utterly stupid.
Marks for 'features' and 'use' reflect the suitabilty of the software for the purpose of game development.
I've been using Quest3D since version 1.2d and it's the fastest engine I've seen so far. Stability is excellent, and the low-end channeling structure makes it easy to use yet very flexible.
Quest3D is DirectX based, this means that Mac users won't be able to run your projects. Also, the web viewer plugin works best with Internet Explorer - this is also something to consider. Quest3D is also purely hardware-based. All this means that it's not the optimal choice for internet applications, since you might be missing about 10-15% of potential customers.
The DirectX version is 8.1, and all features are incorporated. Perhaps the only "drawback" is that you don't have access to the DirectX 9 pixelshaders.
In the upcoming 3.0 this will be supported though, and in 2.5 they've incorporated LUA scripting and an advanced particle system. Quest3D also has a virtually unlimited flexibility - it has hundreds of different channels, and you can build just about anything with it. The SDK is free for download, so if you know C++ you can even create your own channels.
Considering all this, I give 4 stars for features.
Ease of Use:
The first steps are hard. It's a very steep learning curve because of the channeling concept - it's hard to grasp, especially for artists (non-programmers) like me. However, after a while I got the "click" where everything seemed to make sense - and since that day I found it extremely easy to work with the channel system, and now I find that learning new channels or features is a breeze with every new version.
A sidenote would be, that project management for large projects is a little harder. It takes some patience and experience to get these kinds of big projects tamed - however, I feel that this is the case for most engines. I found the "tricks" are simple: use naming conventions, think the structure out before you begin, etcetera - and these are good common practices for any kind of project.
Stability & Performance:
Awesome. The engine hardly crashes, it "feels" solid and it is extremely fast.
The support is superb - the friendly and professional community will give you answers to your questions within hours. The staff itself is also fairly active on the forum, and, in my experience, they give very good support and keep in touch with their customers - even through e-mail or phone. I had to learn Quest3D by myself, without programming experience - and the forum proved invaluable.
This is not a "regular" game engine. Quest3D is so flexible, that you could build anything from a puzzle game to an adventure game; from a racing game to an online multiplayer FPS. The thing is, you have to actually build it - and mostly from scratch. There's no Create Game button, and in my opinion this is exactly Quest's strong point: flexibility.
I know there's been word that it's impossible to create games with Quest, that it's just a simple engine for architecture and simple visualisations. It's quite amusing, since I've programmed a full-scale third person training simulator with all the aspects of a first person shooter and perhaps even a little more (except for rocket launchers the player carried fire extinguishers). There's enough room for things like good AI and level handling, and I honestly see no reason why current Quest3D users can do it and "mortals" could not.
All in all, this one is more than worth a try... When I look at the pricing of applications like virtools, Quest3D is a gift from heaven.
(PS, if you're interested I've got some free tutorials at www.silentflow.com/quest3d)
a truly great engine
I’ve been using Quest3d for just over 2 years and would have to disagree with fknuefer in that I see no reason at all why Quest cannot be used to create games a LOT more complex than Pacman.
It is true that Quest3D is marketed as a multi-purpose real-time 3d engine and not a specific game engine, and that there was some doubt surrounding its suitability for creating large games some time ago, but some of the more recent ambitious projects/games show that the engine is incredibly versatile, and when used in conjunction with the SDK is capable of doing pretty much anything.
The main doubt concerning the engines suitability for large games/projects was related to how large projects can be organised as the engine was not designed for such projects and none had been attempted at that point. However, a few users have now successfully used Quest3d for extremely ambitious projects (including a flight simulator with 1500 working controls), and these projects have cleared up most of the doubts surrounding the engines suitability for large/complex projects/games.
One great example of its capability to build ambitious games is the TaleOfTales title which although still being heavily under construction is looking really sweet and far from simple!
It’s not a perfect engine but for a balance of flexibility, stability, visual quality, ease of use, support, and price - nothing I’ve seen comes close.
having worked with quest 3D for a few month, I think I should put a few things, said by some of my predecessors, in perspective.
Quest 3d is good indeed for visualisations and some simulations (like flightsimulators) but it is not a game engine. ...nor does the company actually claim such thing. The developers of this software have repeatedly stated in the quest forum, that quest 3D is not a suitable plattform for complex 3D games. The programming paradigm of Quest 3d, which is appealing to those not accustomed to heavy coding, is fine for algoritmically simple programs... like walkthroughs and perhaps a pacman clone. If you want to do more than that, don`t waste your time.
Best support, huge features
When using Quest3D you have all in one: great 3d support (through Polytrans and X files), phenomenal pricing (big point is that there're NO hidden license fees), perfect support (helped out many times in the past), community, really awesome and frequent freature-updates.
Quest3D stays for an innovative and living product in which features are added so frequently one couldn't believe:
Adding a new particle system, scripting AND polytrans support within an free update is awesome...
I haven't seen this in any other product so far. Thumbs up!!
An easy to use and flexible program
I'm using quest3d from version 1.3 and before i started working with quest i never had any experience with 3d or programming at all.
After getting through te tutorials and a day of course from the creators of quest i already could create nice thing with quest. for example i created a car using the physics engine.
This shows that you don't have to be a programmer or someone with years of experience to learn it just use the tutorials and the (best ánd cleanest i've ever seen) forum to ask questions and search for solutions.
As said before: The only limit is your imagination.
Quest3D for everyone!
I have been using Quest3D since the first beta versions and I have seen Quest3D evolve in one of the most versatile and easy to use engines I know.
Even if you don't have any experience in 3D at all, Quest3D can teach you the basics in no time. Programming skills are not required since there are a huge number of templates available.
The visual style of programming called "channeling" is basically linking up blocks of pre-compiled code which form a flow chart like program which is easy to edit and debug.
New features are constantly added within a couple of months which shows the continuous improvement and development of the creators. The Quest3D community is growing rapidly and the forum is a great help in finding resources and solving problems!. Even the creators are checking the forum on a daily basis and helping out wherever they can. This makes you feel you have your own private development team.
Quest3D is certainly well worth your money and due to the low pricing it is available to almost everyone!. Just check it out!.
Jeroen Visser / www.quest4games.com
The only limit is is your imagination!
I’m using Quest3D from version 1.1. After testing about 30 3Dengines to build a real flight simulator for real pilots training I gave up to find the best 3Dengine. Until I discovered Quest3D. It was almoste unbelievable, it’s so fast, flexibale, powerful, even after more then 2.5 years intensive use the program still amazes me with the power it can give to you!
I’m not a real programmer but a designer/developer and that’s what so great about Quest3D.
The first are maybe a bit steep but you have some good tutorials and a good tutorial manual.
And the most important, the Quest3D community! You can find 1001 small examples that can help you start or solve more complex problems. And it’s also a good, friendly and very open community!
You can download a very full working demo or if you like it buy the Lite edition for 89$.
It’s really worth to try it!
For me the only limit with Quest3D is my own imagination!