Serious Game Engine Recommendation
Posted 08 June 2007 - 09:51 AM
Posted 08 June 2007 - 10:08 AM
Who knows why engine X is $5000 and engine Y is only $100. Sometimes it's a case of a difference in quality however this is not the case with C4. A commercial license to C4 will set you back $10, 000 - the independent license is only $200. I would speculate that this is a strategic ploy from the developers of the C4 Engine to ensure a healthy, long lasting future.
The C4 Engine takes a different approach; you receive a generic canvas to work from. The engine provides you with excellent low level systems and you write your own game code. By design, I would say that C4 is the most flexible engine I’ve worked with. You need to know how to code in C++ to effectively use C4, but man isn’t that what game making is all about? Unless you’re happy re-skinning someone else’s game module you’re going to have to be able to code in order to make a game. There are point & click solutions available but they are nowhere near as flexible and the results that can be obtained are mediocre at best.
If you’re not a coder, I can’t see how you’re going to make an RPG in any engine. Scripting will only take you so far.
If you can't code, don't have someone on your team who can code or are unwilling to learn how to code then I couldn't recommend C4 to you.
Posted 08 June 2007 - 02:07 PM
Thank you for your help!
Posted 08 June 2007 - 02:21 PM
"From the C4 Website" said:
Members of the ESA
Members of the ELSPA
C4 has superb rendering capabilities IMO. The demo has some clues as to its power however unfortunately it contains programmer art so its graphical prowess may not be as evident as it could be. A new demo is being worked on by an artist so hopefully that will do a better job of showcasing the engine's capabilities.
Lawmaker looks nice too though I have no experience with it so can't comment too much about it.
My advice is to download the C4 demo and try it out for yourself. Evaluate the tools, see the quality of your artwork once you import it into the engine and go from there. Then request an evaluation kit from Darkroom Studios, for the LawMaker engine and start making a comparison.
Posted 08 June 2007 - 03:03 PM
Posted 08 June 2007 - 03:24 PM
Posted 08 June 2007 - 04:48 PM
Posted 08 June 2007 - 06:59 PM
C++ is designed to be a systems progamming language like C, so it is geared for high performance and is relatively "close to the metal", while still allowing high-level object-oriented programming.
Lua is a scripting language designed to be embedded into another application, so it is very light-weight and small, easy to learn and write code for, highly dynamic and mutable, but the tradeoff is that performance will not match what is written in C++, although Lua uses bytecode so it is not as if it's as slow as an interpreted language.
You use the right tool for the right job. If you use the Lawmaker engine and write Lua scripts, you'll have an easier time of getting off the ground, but since it's an embedded scripting language you'll have to operate within the limits that the Lawmaker developers have set. Without the C++ source for the engine, you won't be able to get a Lua script to do something the developers didn't decide to make available. Depending on what they made available, this may or may not be a problem. If you use C4 and have all the source code, you'll be able to modify anything in the engine as you see fit. It grants you more flexibility ultimately, but might be harder to work with.
Posted 08 June 2007 - 07:46 PM
Posted 08 June 2007 - 08:10 PM
Posted 08 June 2007 - 08:39 PM
2. I know another team which is working with the lawmaker, but they only use it for a FPS... They cant say me! The pogrammers of this team say that it is very flexible, but LUA is not useful to embed new game features etc. (for example has thelawmaker no refractive effect ;( ), but how objectiv is this opinion ;)
Posted 09 June 2007 - 05:13 AM
Posted 09 June 2007 - 12:38 PM
Thank you for your help!
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