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shaft

How good is power render...

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shaft    126
I''m looking to buy a 3rd party 3D rendering engine for a demo I will be working on soon. I''m wondering how you all would rate power render. - Installation - Documentation - Initial Learning curve - Ease of use - Speed - Quality - Over-all I''m want to create a 3D RTS type demo (not nealy as complicated as a full game, I just want to play around with the scripting engine I''m building). So I need an engine that can render the terrain and the 3D objects I insert into the world. -Thanks Shaft.

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PsycoBlade    122
- Installation
Installation is simple. The SDK comes with a simple SETUP.EXE file which works like any other standard installer you''ve used in the past.

- Documentation
Documentation is still a work in progress, so it''s not wonderful yet. In the next few months the new documentation will be out and will be very complete.

- Initial Learning curve
I was able to start programming a simple 3D game the first day I got Power Render.

- Ease of use
I think it would be difficult to find a SDK with the increadable ease of use that Power Render offers without sacrificing any features.

- Speed
Its fast, real fast.

- Quality
The quality is suprisingly good. You would think that an SDK developed by only one person would be messy. Power Render is really professionally organized and maintained.

- Over-all
I was going to give Power Render an 8 out of 10, but taking into consideration it''s affordable price that rating goes up to a 9 out of 10.

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ManFriday    122
As someone who just purchased powerRender (Yesterday!)

I can say that I agree with Psycoblade 100%.

It is very easy to install. Learning it has, thus far, been easy.

considering It''s speed, ease of use, and very good price, I would highly recommend it.


Jason

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Sephiras    122
What package did you purchase?

I am just wondering if there are more information on what one can and can not do with the different packages?

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zygote_mm    122
there are only 2 packages (that im aware of)
regular (compiled .lib''s + headers) ($300)
and full source ($10000?)

i have found no need for the full source code for pr. i have been using pr for my own fun for about 3 years now, and its great : ) i would still pay the 300 bucks for pr 2.6, altho pr 4 is greatly improved from the old days : )

i gotta give it up to GooRoo (chris e), he knows his stuff. (and alot of it) ive been coding in d3d/ogl for about 4 years now (as a hobby) and i still dream of the day i can understand it as good as Goo.

hats off to GooRoo (9/10) (10 being john carmack) : )

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stodge    144
How accessible would PR be for someone who is relatively new to 3D programming, but not new to C or C++? I''m wondering what the learning curve would be like for me. I''m interested in creating a simple space game, with dynamic load and manipulation of objects and lights using the mouse and keyboard.

Thanks

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ChrisE    184
You don''t need to know anything about 3D math. There are simple commands to load in a 3D object and make instances of it at different locations in the world.

The hardest part will probably not be the programming, but the content creation (models, textures etc) unless you have someone doing that for you that is familiar with 3D modeling programs.






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ChrisE    184
LOTS!

DirectX8, Vertex Shaders, Pixel Shaders, Quake3 BSP, Windows based utilities (Landscape/BSP World Editor, FontMaker, PRO Edit, CHR Edit, Archive Manager), Progressive Meshes, CD Music, DirectMusic, MP3 Music, Character Studio support, new font system, high level terrain engine with user definable AI/data, collision callbacks, and probably more I forgot.


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ManFriday    122
Stodge,

It sounds like you are in the same boat as me. I am at I would say and intermediate level with c and c++, and have dabbled a little bit with Direct X programming.

I have only had PR since last friday, but I can tell you don''t need any previous experience with 3d graphics programing to learn PR.

Chris has done all the hard work for you.

It''s a great engine for not a lot of $$$. I would highly recommend it.

Jason

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stodge    144
I think my problem is that although PR is cheap compared to most engines, it''s more than I can pay for what I will be doing. I''ll just be playing around with ideas, experimenting and learning.

Unfortunately, none of the free engines I''ve found either work well, or give me what I need. There are some cheaper engines, but there are usually caveats with them - poor performance, missing functionality etc...

So what''s a boy to do!?

*sigh* I always have expensive tastes

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Norb    122
Power Render is an excellent product for the money. I don''t think that you can beat it anywhere. But for novice graphics programmers the documentation will have to be coupled with the directx8 documentation, because the explanations of how to do things are just not there. Also there are no error return codes from most of the functions that I can see so far. If they don''t work, you just have to figure out why yourself, there''s no return code to give you a hint. But there just minor beefs for what you actually get. I''ve been coding for a while and have just recently gotten into gaming and have no urge whatsoever to learn the guts of directx, so it''s the perfect missing piece.

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Sephiras    122
Documentation on the tools would be nice.

V12(The Tribes 2 engine) over at garagegames.com sounds like a pretty good deal($100) too, but there is some stigma about the engine because of the launch of Tribes 2; other then there are some crappy restrictions on releasing a product, but still good for the hobbiest.

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ManFriday    122
Also, the V12 engine is not shipping with documentation either from what I understand.

I believe they say "You get a CD with the source code, a demo program, and our best wishes".

That & the wierd license agreement of the v12 are reasons I decided to go with power render.

MF

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ChrisE    184
The main tools (Landscape Studio, PRO Edit and CHR Edit) have completed documentation. Just open the application and choose Contents from the Help menu.

I have the technical reference describing every function in detail about 85% completed. The user''s guide which explains the basic 3D concepts and how to use the main features of the engine is the last thing that needs to be done for docs.



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Sephiras    122
You call that documentation?! Oh wait... yeah it is documentation..why didn''t I think of looking there...

lol, maybe I can stop asking dumb questions here now...the dumb statements will still be a coming

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jguzzardo    122
Chris, You mentioned that 3D math is not required. Are there built in collision detection routines somewhere i missed. If not it would seem you would need to know some 3d math to get collision detection working with wall sliding, gravity, etc. Am i missing something?

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ChrisE    184
There are 3 examples of collision detection in the engine:
collide (polytopes), portal (planes), and SimpleLand (BSP).

All of those examples show how to slide along walls and have gravity so the code is already done for you.

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