5 ms·
I can’t describe how little I trust this company’s software for an actual production system. There is so much nonsense in the marketing of this product with ver
by banachtarski 8y ago
I can’t describe how little I trust this company’s software for an actual production system. There is so much nonsense in the marketing of this product with very little in the way of a technical whitepaper explaining how things work. Backends for MMO type software typically are highly specialized depending on the game itself and it would not surprise me in the slightest if this was all overfunded vaporware
- timavr 8y agoBossa Studios are using it. I agree that it is quite customised, but at best they might have 5-10 customers in next 2-5 years, so they should be able to support them.
- taneq 8y agoThe thing that always gets me is people advertising game server engines using pretty in-game footage. That's not the server, that's CryEngine or whatever.
- andrewmcwatters 8y agoUnreal and Unity's marketing revolves primarily around flashy studio-funded PBR-based real-time rendered cinematic animations driven by people with far more than just a decade of experience. The people paid to create these promotions could build the same shit out of absolutely nothing, completely from scratch. They are all highly experienced and don't need to lean on either platform. It's all a ruse, and perusing projects built with either "engine" (which neither of them are by any stretch of the historical definition) show how much leverage they truly provide developers. You'd just as easily find that you could hammer a nail with your wallet as you'd find yourself able to quickly build a prototype with either sorry excuse for software.
- michaelvoz 8y agoAnecdotal single point of evidence: I was trying something for a project at work, and between raw OpenGL, unity, and unreal, the latter two let me get a POC up and running way faster. I work with dozens of ex game industry people, and none of them have done anything from scratch for AAA. Every major studio has tons and tons of layers of engine abstractions to make development easier and faster. An apt analogy in the service world is that when I want to write a service, regardless of how many years experience I have, I don't implement my own load balancer. Could I? Yes. Should I? Only if my project is a load balancer. Build what you need. Buy/ participate in OSS for the rest.
- timavr 8y agoThe issue is that Unity/Unreal are not designed from ground up for open world simulations. That’s why majority of open world games have custom engine behind them. A lot of engine parts are off the shelf solutions for physics, animation, production tools etc,but they are all put together in a specific way for a specific project. Also if you use 3rd party software in games it creates huge risk, especially when you don’t have access to source code or support is bad. So in the end of the day a lot things are written from scratch or have an extremely custom integration.
- Karunamon 8y agoAs I understand it, this case of third party code not fitting the bill is part of the reason Star Citizen is so behind. They’re using CryEngine and have had to rip out or change a lot of the internals.
- timavr 8y agoI assume with their money, they would have full license with source code. The bigger reason is scope, fun factor and bugs. Scope is huge, fun might be not there and bugs probably in 100 thousands.
- Justsignedup 8y agoRemember the Unlimited Detail tech demo? While that looked cool I still don't see those techniques in use in any way a decade later. Your criticism is well made.
- stev0lution 8y agoWell, point cloud renderers are a real thing. There are open source libraries that let you explore millions of points in your browser: http://potree.org/ http://potree.org/. I even saw a demo (http://nurulize.com/ http://nurulize.com/) showcasing animations but I think the main problem with point clouds is that there is no good solution for physics/lighting yet.