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MAKE A CHOICE engines

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disclaimer: i'm not cool in Englishhappy.png

Hello folks

i need your help, i can't choose an engine...

yep...

i need wich one that can render millions voxel-like objects with out any problems. (Yea minecraft killer i want to rolleyes.gif )

i put my eyes on these guys: Source Engine (Is it still valid? or only MightyOne in plumber inc. use it), Unity, UnrealEngine, leadwerks game engine, CryEngine.

And yes i want to integrate my stuff in SteamWorks.

Or you can advise other cool engines.

please helpwink.png

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Can you say what kind of game you want to make? What kind of experience you have in making games? The more info you present concerning your question, the better answers you'll get.

Edited by lightxbulb

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Being able to write basic programs is a requirement, regardless of what game engine you use.

 If you are new to programming, I recommend reading THIS and THIS free book.

 

Once you have the basics of programming, the most "new to programming" friendly engine I know is ALICE 3D .

Edited by Shippou

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I'll assume you have some programming background since your probing around for engines.

 

 

i need wich one that can render millions voxel-like objects with out any problems.

 

That's subjective and ultimately depends on the system that will be executing the build and the overall complexity of the App.

 

Several factors also weigh into your previous request

 

-lighting (will your minecraft clone have lighting? If so it adds another layer of calculations for each cube or mesh. (I think, could be mistaken though; MC utilized lightmaps as opposed to the per-vertex lighting available in Fixed Function GL))

 

-Run-time world-gen (will your world dynamically be generated as the program runs as mineCraft is?)

 

-Networking (I would say this is a must if you looking to make MineCraft clone)

 

And that's the VERY tip of the ice-berg. All of these things MineCraft has (In some form or another). Pinpoint your needs and your projected end-goal, and try choosing an egine based upon that

 

-Marcus

Edited by markypooch

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disclaimer: i'm not cool in Englishhappy.png

Hello folks

i need your help, i can't choose an engine...

yep...

i need wich one that can render millions voxel-like objects with out any problems. (Yea minecraft killer i want to rolleyes.gif )

i put my eyes on these guys: Source Engine (Is it still valid? or only MightyOne in plumber inc. use it), Unity, UnrealEngine, leadwerks game engine, CryEngine.

And yes i want to integrate my stuff in SteamWorks.

Or you can advise other cool engines.

please helpwink.png

 

Micecraft killer... good luck!

 

 

But seriously:

 

1) There is no engine currently that can work directly with what you call "voxels". All engines on the market work with polygons (yes, that includes Minecraft). So if you are talking about rendering, you are talking about millions X <amount of polygons per object> polygons per frame... WOW! Think hard and long about this requirement, you might be limiting your game to only running on quite highend machines here. ESPECIALLY if all this objects are not static and thus CANNOT be batched into single draw calls!

There is another component at play of course, the "Voxel Part" of your engine (which has nothing to do with rendering, but with keeping track of your Voxels, for example when you add and delete voxels) will also need some serious grunt on the CPU / Memory side of the system, depending on how it is implementet. Again, your "millions of X" requirement might limit the minimal system your game is able to run on.

 

Are you sure you really NEED to render millions of objects at once? Are you sure you NEED millions of objects in the Scene at once at all? No engine today will be able to do that without some serious tricks involved (like batching draw calls, and discarding hidden objects), which again limit what you can do with your "million of objects", and no engine will be able to do even the work involved to save the GPU from complete overload in this situation without some serious hardware grunt in the system.  

So really, think long and hard about what you REALLY need...

 

2) Any of these engines can be used. They are all capable 3D Engines for POLYGON graphics. NONE of them will do Voxel handling out-of-the-box. You can get 3rd party assets from the asset store for Unity that will do Voxel Terrain handling for you. Maybe there is even a general Voxel System. All of this costs money though (not much, mind you, around 50-100$, which is nothing IF the system is written in a professional manner).

If you are not ready to shell out money though, you need to do one of 2 things:

- either keep on looking for an out-of-the-box Voxel based engine (C4 has Voxel Terrain out of the box, but its not free), I know there was a thread on this same forum some months ago where another poster was looking for a Voxel engine, and somebody produced some links.

- Write the voxel management and voxel-to-polygon system yourself. You will need to be quite good in programming, this is a seriously advanced subject.

 

3) If you want a list of engines, visit the engine DB at devmaster.net

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There is no engine currently that can work directly with what you call "voxels".

 

https://sites.google.com/site/letsmakeavoxelengine/

http://www.reddit.com/r/VoxelGameDev/

http://www.youtube.com/watch?v=1sfWYUgxGBE

 

 

first link is dead for me, and others are blocked at work.

 

But really, none of them "render voxels", so to speak. They might use a "voxel like" technique for internal object management, but at some stage this needs to be converted to polygons, as polygons are what current graphics hardware can render. Yes, I was mainly talking about the graphical part in my statement above...

 

 

So yeah, it might be nitpicking, maybe my statement above was a little bit misleading, and I certainly wouldn't have complained about the TO asking about voxel engines, its fair enough to call a 3D engine with well integrated voxel layer such...

But talking about rendering voxels and giving the amount of "voxel objects" as a measurment of graphical engine power might show a lack of understanding what is going on under the hood of any 3D engine, Voxel layer strapped to it or not, and certainly is highly misleading... until he clearly defines what a "Voxel object" is made up of graphically in his case, we can only assume how many polygons he wants to render per object....

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