Unknown and yet sounds pretty cool:
Reality engine
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Wow, looks sweet!
[Blocked Image: http://www.artificialstudios.com/Gallery/fi11.jpg]
[Blocked Image: http://www.artificialstudios.com/images/u235docks.jpg]
[Blocked Image: http://www.artificialstudios.com/images/u235pirate.jpg]
Really nice.
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Maybe a bit heavy on the detail-texture usage?
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Yeah and it also looks more like too much bump mapping rather than too much detail texturing.
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damn those bumps are gritty. well, let's see what people do with it. this is behind metronome yeah?
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http://www.artificialstudios.com/compare.php
Very impressive game engine!
I guess Source is the weakest of all these engines, but HL2 is the probably the best looking game so far...
Anyway, I'm looking forward to Metronome

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Quote from jayrabbit
http://www.artificialstudios.com/compare.phpVery impressive game engine!
I guess Source is the weakest of all these engines, but HL2 is the probably the best looking game so far...
Indeed; I think it's been shown time and again that no matter the technical capabilities of an engine, strong art is much more important. Can't wait for metronome~~
And of course they're going to neglect their weaknesses in their marketing material
We've yet to see how scalable or efficient it could be. Considering they're putting themselves on par with unreal3 I'm guessing not very, but who knows.I chuckled at this point: "Significant Ongoing Development" ... that just means "It's not shippable yet" ;p
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doesn't look nearly as good as Unreal3 to me...
but it IS pretty damn good
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Unreal3 engine > all. It was looking just too pretty to be true but i really don't want to try to map for that beast. Or at least not now hehe. This realityengine, well, can't really judge it well since the artwork that's been made for it is (besides Metronome) pretty poor. It seems to be all technically well done but just looks uninteresting. On Metronome it all looks cool though, but not really better than Source imo.
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http://www.cgonline.com/content/view/646/2/
Computer Games - What would you say are a couple of the big features that make the Reality Engine stand out from other similar products?
Tim Johnson - In terms of rendering technology we have some cutting edge stuff, such as Precomputed Radiance Transfer which allows real-time CGI quality lighting and shadowing. We also have all the same graphical effects you’re seeing in upcoming technology like UnrealEngine3. These days however technology is more than pretty graphics. Development budgets are rising, and games are getting much more complex, so anything you can do to make life easier for the artists and programmers is going to result in better games being made faster, and this is an area where we also stand out.
In this respect we have some cutting-edge “development” technology, such as our use of Microsoft’s C# language for game scripting, which makes it much easier for programmers and artists to create the actual gameplay logic which drives the game. On the artistic side we have support for dynamic scene construction, where you can visualize all the lighting, shadowing and materials in real-time as you move objects around the scene with no compiling, waiting, etc. Another killer feature we have is network level editing, where you can build a scene over the Internet in the level editor, where other people are also connected to the server, creating different parts of the level, or even running around playing it while you’re working on it! This is really going to revolutionize level production. We’ll be releasing this feature to our official licensees in the upcoming months.
Now THIS is the most interesting part about reality engine. I don't really know whether it's a useful feature for designers, but maybe some games can benefit from it in terms of gameplay (dungeon master editing the level while others are playing it for instance).
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hehe, that does sound pretty cool indeed
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Wow nice shaders and lighting
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http://www.artificialstudios.com/screen ... pic=b1.jpg
holy crap, this looks like a render. that c# scripting stuff will be cool for me, cause im taking a c# class next year. and that network mapping thing sounds sex. imagine a map being worked on by all of mapcore at the same time

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Hah, i bet it would look like a Nipper map in the end
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six people pulling the same vertex in different directions

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My sensitivity is like low so i'd lose so no thanks

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Quote from InsaneSingingBlender
imagine a map being worked on by all of mapcore at the same time

It's crazy enough with multiple people working on the same map at different times. I've always been put off by the prospect of networked editing; always seems like a "look what we can do" feature rather than anything particularly useful. However, looking at it from a gameplay perspective rather than a development perspective I'm sure that code could be used for some, ah, interesting set-ups
Quoteoh yeah there is a freeware 3d engine out that has that kind of network mappinh too. I havnt checked it out yet but i heard its real cool and fun if only i can come up with its name

Cube?
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I cant' imagine multiple people working on the same level. What if it crashed? WOudl the program for everyone crash? Would the file become corrupt? Wtf.
i'm having problems with the unreal ed crashing when I simply press undo.
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Quote from von*ferret
I cant' imagine multiple people working on the same level. What if it crashed? WOudl the program for everyone crash? Would the file become corrupt? Wtf.
if i understand this correctly, everyone is working on the same level at the same time? So couldnt some jackass just delete things like brushes or whatever this engine uses when someone puts them in?
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