I am looking for an easy to go game engine ?
#1
Posted 20 August 2012 - 12:24 PM
I am looking for an easy to go game engine (free or commercial) with as much next-gen effects or features as possible.
I do not understand OOP but do understand C function calls and C sysntax.
So can anybody suggest anything ?
Thanks,
#2
Posted 20 August 2012 - 10:04 PM
#3
Posted 21 August 2012 - 07:20 AM
You might also take a look at Unreal Developers Kit, or CryEngine, both of which offer a very impressive feature set with attractive royalty-based payment schemes if you end up going commercial. You'll likely find either of these options less beginner friendly than Unity however, with CryEngine offering the steepest learning curve and less educational material to get you started.
Note that even with all the tools provided and low-level development that has been done for you, it's still a large undertaking to make a high-quality game; expect to spend some time working through the provided reference material and learning how your choice of engine works before being able to produce your game.
From my blog: 20 ways to advertise your game | Where to get audio for your game | What next? Intermediate to advanced C++ (NEW!)
#4
Posted 21 August 2012 - 04:22 PM
To get full feature set of Unity I will have to pay $1500+ USD. Cryengine 3 is free initially and requires 20% of royalty on game release. Unreal Engine - $99 USD initially for releasing the game plus 25% as royalty when the game is released.
But is there anything that follows the syntax of C ( I do not know C++ and do not understand OOP well ) or BASIC or VISUAL BASIC or something procedural yet as fast as C
and gives easy to use canned functionalities ( low learning curve ) - something that a lone user can afford within $300 with one time payment (not per project) and no royalties ?
#5
Posted 21 August 2012 - 08:37 PM
#6
Posted 21 August 2012 - 08:43 PM
There are a handful of BASIC-style engines. The more common ones are Blitz3D and DarkBasic.
Why so hung up on C? Seems like a case of broad-based premature optimization to me. You do realize lots of games are written in higher-level languages, with occasional drops to C for critical paths?
#7
Posted 21 August 2012 - 08:46 PM
#8
Posted 21 August 2012 - 11:04 PM
alphadog , Reedbeta Well, if I do use C from within C++ and come around with the OOP thing eventually, what game engine can you suggest ( with points or features that I have mentioned in my first post ?)
#9
Posted 22 August 2012 - 01:52 AM
Personally, I'd suggest UDK for the following reasons:
- It offers all those awesome effects you want, and provides a professional-grade tool set for building your game.
- You can start using it for free, and when (if) you get to releasing a commercial game you only need to pay $99 up-front for as many titles as you like. You can then earn up to US$50,000 before you have to start paying royalties, at which point a 25% royalty applies. This is a really good deal.
- UnrealScript is relatively simple, and the documentation and examples offer a decent reference to get started. There's also an active community to help you out. It is an OOP-based language, but honestly I'd really suggest you should just suck it up and learn to deal with that. A basic understanding of OOP (that is, enough to work with UDK and UnrealScript) really isn't that big a hurdle.
You just can't have everything you're asking for -- you need to compromise on some points.
From my blog: 20 ways to advertise your game | Where to get audio for your game | What next? Intermediate to advanced C++ (NEW!)
#11
Posted 22 August 2012 - 12:31 PM
I would add that, like UDK, Unity offers a breadth of tools and a vibrant community too. In fact, if you think you will be successful, and your game can fit within the envelope of Unity Pro's features, that's a much better move licensing-wise. The only condition is that you must upgrade to Unity Pro if you make > $100K. No royalties.
The choice could be heavily influenced by what kind of game(s) you want to make and your skill level/experience in game development...
#12
Posted 02 September 2012 - 08:18 PM
alphadog, on 22 August 2012 - 12:31 PM, said:
I would add that, like UDK, Unity offers a breadth of tools and a vibrant community too. In fact, if you think you will be successful, and your game can fit within the envelope of Unity Pro's features, that's a much better move licensing-wise. The only condition is that you must upgrade to Unity Pro if you make > $100K. No royalties.
The choice could be heavily influenced by what kind of game(s) you want to make and your skill level/experience in game development...
If I can make $100K. from games produced by Unity, I will just buy it with all plugins
#13
Posted 03 September 2012 - 01:17 AM
Have you made any progress with getting started?
From my blog: 20 ways to advertise your game | Where to get audio for your game | What next? Intermediate to advanced C++ (NEW!)
#14
Posted 03 September 2012 - 04:24 PM
#15
Posted 03 September 2012 - 06:09 PM
It is a nice IDE that takes care of much of the setup work, (and keeps your project organised), just script in a "c like" language,. invoke openGL, Bullet Physics, or whatever using the ExternalLibrary setup,. and test in real time in the editor itself! A built .exe with no content is <32KB so it is quite efficient as well, and is set up for procedural asset creation to boot. Oh, it is also free, opensource, and requires no royalties.
bonus; there is an android building setup that is working well too. See; https://play.google.....SaucerInvasion
#16
Posted 03 September 2012 - 06:30 PM
jph, on 03 September 2012 - 06:09 PM, said:
It is a nice IDE that takes care of much of the setup work, (and keeps your project organised), just script in a "c like" language,. invoke openGL, Bullet Physics, or whatever using the ExternalLibrary setup,. and test in real time in the editor itself! A built .exe with no content is <32KB so it is quite efficient as well, and is set up for procedural asset creation to boot. Oh, it is also free, opensource, and requires no royalties.
bonus; there is an android building setup that is working well too. See; https://play.google.....SaucerInvasion
Thanks for the info. Will check it out.
#17
Posted 04 September 2012 - 03:36 PM
Juggernaut, on 02 September 2012 - 08:18 PM, said:
What would those crucial features be, esp. in a first project?
jbadams, on 03 September 2012 - 01:17 AM, said:
Given the vague nature of Juggernaut's issue, seems weird that you can be so precise in answer. In your opinion, what are some features in UDK, that are not in Unity and that would be a "dealbreaker" for Unity for a first project?
#18
Posted 05 September 2012 - 11:41 AM
alphadog, on 04 September 2012 - 03:36 PM, said:
Now, personally, I would agree that these aren't really needed for a first project -- but most beginners simply won't settle on an option that isn't at least capable of these things, and also don't like parting with the cash to get them. I could make a recommendation to just forget about having those more advanced rendering features for now, but in my experience that would probably result in my advice being ignored. Given there is another option that is also free up-front, has a much lower fee once you want to publish, and has all those features and a good track record it's a pretty clear choice.
Putting off payment till later is an attractive option for many beginners even if it might cost a little more in the long run, especially when it lets them have the features they want -- even if they might not actually need those features anyway.
From my blog: 20 ways to advertise your game | Where to get audio for your game | What next? Intermediate to advanced C++ (NEW!)
#19
Posted 06 September 2012 - 04:20 PM
However, Unity is less expensive to a business. At commercial levels, once you try to actually make money, Unity is best if your commercial setup trends to small teams, UDK may be best when there are small margins. (but who wants that?) A small team with a highly successful game will make more money with Unity Pro than with UDK.
UDK Unity
Devs Profit Licensing Remainder Licensing Remainder
4 $- $- $- $- $-
4 $50,000.00 $99.00 $49,901.00 $- $50,000.00
4 $100,000.00 $12,599.00 $87,401.00 $- $100,000.00
4 $200,000.00 $37,599.00 $162,401.00 $6,000.00 $194,000.00
4 $500,000.00 $112,599.00 $387,401.00 $6,000.00 $494,000.00
25 $500,000.00 $112,599.00 $387,401.00 $37,500.00 $462,500.00
100 $500,000.00 $112,599.00 $387,401.00 $150,000.00 $350,000.00
25 $1,000,000.00 $237,599.00 $762,401.00 $37,500.00 $962,500.00
100 $1,000,000.00 $237,599.00 $762,401.00 $150,000.00 $850,000.00
#20
Posted 06 September 2012 - 09:04 PM
alphadog, on 04 September 2012 - 03:36 PM, said:
Given the vague nature of Juggernaut's issue, seems weird that you can be so precise in answer. In your opinion, what are some features in UDK, that are not in Unity and that would be a "dealbreaker" for Unity for a first project?
Look I agree those next-gen fancy things are not required in the first project but I will want to spend time learning an engine that has such capabilities rather than switch engine when I advance gradually.
Secondly there are other other options available apart from Unity ( whose pro version will cost $1500+ or may be greater for the upcoming version 4 ). Engines like C4 ( $250 for standard license ) and Leadwerks 2 ( $200 ) are good enough for one time payment option without having to bear the royalty. Of course they are no match to UDK or Cryengine 3 but still small studios
are using them to create sell games. For me right now I am going solo, so for me the choice of Unity is a bit far off the road.
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