10 Best Game Engines of This Generation
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Quote from Erratic
It looks good on the whole of a scene - Liberty City from a distance looks pretty incredible, just don't focus on the details too much.
Obviously, when you have area so vast as a city you can't really have gazillion details everywhere (atleast now). Maybe the engine isn't very advanced itself, it still seems to work as Renderware used in older GTA (3d) games but it delivers nice looks nonetheless (which is more of artists merit). And indeed some features are just middleware like Euphoria or FaceFX but well it works

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Quote from Gloglebag
many engines lack a proper(hammer like) mouselook, even the popular UE3, or is that me just being so used to hammer.
Because it is superior to mouselook. If you need only one hand to navigate you can use the other hand entirely for shortcuts, or to eat cookies, hold a baby, or do whatever else you may be doing at the moment.
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i actually agree on the mouselook hammer has, it is definitely the best, most intuitive i have had my hands on. i don't care much for holding babies when i work; i use both hands when i work.
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unrealed camera control > hammer camera control
cookie eating while mapping = essential !
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UE has the worst navigation of all editors and 3D tools that i know. I get used to it but i still think it feels clunky as fuck.
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a while ago i was thinking about making a control configuration program so that for whatever program you use, you could have the same mouselook, same key configuration etc. the problem is i'm too lazy to do that as it doesn't interest me enough. here's to hoping someone steals my idea and makes this a working program (i know you're out there, coders).
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It's been a couple of years since i've worked with radiant but i don't remember it to feel even remotly as clunky as UE. Both editors are certainly in one league tho when it comes to bombard the user with endless options for shit that most people will never use.
Sentura: I would pay for that program! Do it!
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COD4 radiant is so 1950 its incredible tbh
I tried it awhile back, except some terrain decals i couldn't force myself to work with it 
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I like UE's controls.
I dunno if UE3 is worse though, never got a chance to use it, I've used UE1 and 2, and 2 was a bit worse than 1 while improving on some things, for example in UE2 they cut the ability to use math symbols in the units settings when creating a brush. In UE1 I can set a box's width as "1024*8-16" and it'll work and give me an 8176 units wide brush, but UE2 I'd have to go to windows calculator, type that in, and get that number, and enter that number directly in the setting, or worse, do mental math while mapping and trying to be creative (THE HORROR).I tried using gtk radiant once, didn't get the hang of it and quickly gave up. Took to Hammer like a fish to water though, so I guess the difference is just availability of good tutorials. I learned how to use UnrealEd back in the day with nothing more than fucking around in it and a single page .txt file that explained to me what the buttons were and that I had to add a player start icon and then rebuild the map before I could play it (Before that I was just messing around in it and found that whenever I tried to actually play my map I'd instantly die, which is why I went looking for instructions in the first place).
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not sure if future engines count butIntel's Meteor Offset's engine might fit the bill if it gets released this year. looks like they'll be showing it for the first time at the GDC in efforts to get devs on board for Larrabee's release whenever that may be...
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Quote from cdxx
not sure if future engines count but Intel's Meteor engine might fit the bill if it gets released this year. looks like they'll be showing it for the first time at the GDC in efforts to get devs on board for Larrabee's release whenever that may be...http://software.intel.com/en-us/videos/meteor/
"Intel's Meteor engine"? That video is taken from "Project Offset"!
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This is far more interesting imo - From Doom to Dunia:
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Yeah thats project offset indeed, but offset was bought by intel sometime after they bought havok no?
I'd imagine they doing this to better position themselves as a middleware provider.
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Interesting, I never knew that the parts of the C&C engine used voxel technology.
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