ugoerr said:Furthermore, unreal runtime is the only technology which represents the state of the art in real time computer graphics for educational purpose. Others techonlogies as VRML, X3D, etc... are good standard but they aren't update as unreal.
Well think about it for a moment. Say Epic released UE2Runtime in which everybody was freely available to do whatever you wanted. A lot of people would jump on the bandwagon and suddenly a lot of free functional games are out on the internet for people to download and play. Of course Epic would see that as a potential threat to their UE2 based games as they are off similar technology ... and compared to a lot of other engines I've used ... Unreal is by far one of the easiest to learn and use for those who aren't solely programmer experienced.Interesting read, oneirotekt. I want to understand something though. Why do you say " Epic had a good idea but they got scared of the financial implications and promptly abandoned it" ? What do you mean by this?
Funny, I remember people saying the same thing right before 2k3 came out.oneirotekt said:As for a UE3 version of the runtime, even assuming they don't fail to make it attractive to developers, the content creation demands are going to be utterly beyond many small teams. Characters and static meshes for UE3 can take weeks to finish because of the myriad normal / spherical harmonic map details. The increases in fidelity are either going to kill off the indie scene entirely or they'll fall back to using more "primitive" tech so they can actually finish projects.
Yes, and I think that's been borne out somewhat by the smaller number of maps for UT2003/4 with original content. Far fewer people have the talent and time to decorate a UE2 map with the level of polish demanded by the increases in content fidelity compared to UE1. That has both good and bad effects - there's arguably less crap to wade through - but long-term the trend is not a good one if you're not working at a large studio. A *lot* of people have given up on modding since UT99 because of the effort involved.Angel_Mapper said:Funny, I remember people saying the same thing right before 2k3 came out.
switch said:People should keep in mind that UE2 Runtime is a commercial product
Actually I believe it was because UT2003 sucked, and a lot of people left.oneirotekt said:Yes, and I think that's been borne out somewhat by the smaller number of maps for UT2003/4 with original content. Far fewer people have the talent and time to decorate a UE2 map with the level of polish demanded by the increases in content fidelity compared to UE1. That has both good and bad effects - there's arguably less crap to wade through - but long-term the trend is not a good one if you're not working at a large studio. A *lot* of people have given up on modding since UT99 because of the effort involved.
Hey, its not the community that said, its Epic. If you have issues with it 'holding water' argue with them not us. http://udn.epicgames.com/Two/UnrealEngine2RuntimeEULA,The suggestion that releasing a free, noncommercial version of their engine to the game/mod community would ruin Epic financially just doesn't hold much water.
. Straight from the EULA unchanged. I don't just make this stuff up. I can see their point of view and in some ways it works for them.YOU MAY NOT USE THE RUNTIME SOFTWARE TO DEVELOP GAMES. YES, I KNOW THIS SOUNDS NASTY BUT LET’S FACE IT, EPIC‘S PRIMARY MEANS OF INCOME COMES FROM GAME SALES AND ENGINE LICENSING. WE WOULD BE SHOOTING OURSELVES IN THE FOOT IF WE ALLOWED AN ENGINE WE GAVE AWAY FOR FREE TO TRAMPLE OUR PRIMARY MEANS OF INCOME. SORRY, BUT IF YOU WANT TO DEVELOP A GAME PLEASE DEVELOP IT AS A MOD FOR ONE OF OUR EXISTING RETAIL GAME PRODUCTS OR CONTACT US REGARDING A PROPER ENGINE LICENSE.
Well technically it wasn't iD who released ET for free... its like saying that it was Epic who released all of those Unreal Engine based games that were produced by different people.and they released a full free game with lots of content in the form of ET.
Granted that you do have that point about big game markets and the small game markets. Mods can often reach very professional quality if the team are comprised of very talented fellows. Sometimes the team is professional and are looking for an outlet to work on. However mods generally aren't designed to try to compete with big games out there. Although looking in the past and at the current state its still a mod that holds the greatest number of players on the market. Counter Strike is still the biggest mod that is being played, and the same as Desert Combat for BF1942 over the original. So mods do have the potential of completly wiping out the commercial sector ... that is, if they aren't competing with the game that they run on ... because obviously people would still need to buy the original game first (Which is what most companies do want).oneirotekt
Yes they are very helpful people. And those are good engines. However, from my experience with Ogre that is more programmer sided rather than content driven. The UEngine is more content driven in that people can see results faster. As for Torque, I'm not sure as I haven't developed for that platform just yet.For anyone looking to do a free, standalone game, I'd highly recommend ditching the UE Runtime and giving the Q3 source (particularly the cleaned up build at http://icculus.org ) a look, or possibly something like Ogre or Torque. The people behind those engines are serious about helping people make cool games.
Well yes, thats because people want to get into the game development industry through this method. And thus are of course prone to just copy existing games such as Counter Strike, WWII and so forth. There are some modders who truly do it because they can. However, because these types of mods don't often attract content people they often either don't ever come out or just fizzle out of existence.as opposed to now when it's arguably becoming, in many ways, the Special Olympics of professional game development.
I agree, that's a strength. Honestly if all I wanted to do was show off my content creation skills (as part of a web portfolio, etc), the Runtime would probably work well. However, if all you can make is content, you are very limited creatively. There are already a number of good solutions for doing architectural vis and academic research. There aren't as many good solutions for experimenting with game design and interactivity in general, in a full 3D world with some high-level tools. Epic could have provided this, but they didn't. They threw away an opportunity and other companies are filling it.The UEngine is more content driven in that people can see results faster.
Well technically it wasn't iD who released ET for free... its like saying that it was Epic who released all of those Unreal Engine based games that were produced by different people.
So mods do have the potential of completely wiping out the commercial sector