Engine Questions
Comprox
*chortle*Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
First off, see the FAQ: <a href="http://www.naturalselection2.com/faq" target="_blank">http://www.naturalselection2.com/faq</a> and the <a href="http://www.unknownworlds.com/ns2/engine" target="_blank">Engine page</a>.
But if you have anything else you want to ask about the engine, post here and probably be ignored :D
But if you have anything else you want to ask about the engine, post here and probably be ignored :D
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Comments
.. Oh wait
So, will we need a video card that supports 3.0 or is lower okay, too?
@devicenull
Omg, honestly... vegetable oil!
Don't they teach you anything at device-school?
Omg, honestly... vegetable oil!
Don't they teach you anything at device-school?<!--QuoteEnd--></div><!--QuoteEEnd-->
But vegetable oil offers poor performance for my scripts. It's important they run as fast as possible, so I can customize the game to my liking!
Hard to believe such a nice looking engine was forged so fast from nothing.
Hard to believe such a nice looking engine was forged so fast from nothing.<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember them saying something about basing it off some some free 3d options, but I can't remember any names.
Hard to believe such a nice looking engine was forged so fast from nothing.<!--QuoteEnd--></div><!--QuoteEEnd-->
i'm pretty certain it was built from scratch. a lot of people were very skeptical at the quality of the engine when they announced it for that very reason, but max said it was an engine that he had been using for along time prior to the development of ns2, so it wasnt much of a task to switch from source to his one.
if dx, what is the highest supported version? (atleast 10.1 i hope)
what about physics? (i'm hoping alot)
then there's the requirements...
if i would to set the settings to MAX (no pun intended) and res to ~2MP (1600x1200 or 1920x1080), 0xAA 0xAF.
what system would i need to atleast have 60 fps at all time?
the specs you already posted, is it minimum or recommended?
what are those two respectively?
oil? i hope you're talking about submerged-cooled PC:s, otherwise, stop laming in a sticky thead.
This engine has been built from the ground up so UWE owns it.. sooooo, as someone who is also thinking of entering the gaming market within the next few years:
Will this engine be sold for other independant game developers to use in their games?
And if so, what price range would it most likely be around?
Are there any limitations for the engine at all? is it bad for producing a certain genre of game? (can't do RTS cause it doesn't do well with 500 units on screen ect)
Pretty much all PC game engine now-a-days do. I would be a little angry if UWE's engine did not... but I'd be pretty assured that it does.
o.O
What'd I say?
My question, are you going to be selling licences for developers to purchase? And if so, is there a price range that we can expect.
o.O
What'd I say?<!--QuoteEnd--></div><!--QuoteEEnd-->
Tandy sound card? Holy crap dude give me back my early teenage years.
I suggest reading <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=105822&hl=render" target="_blank">this old thread</a>
Will it feature ragdoll physics?
What about destructible environmental elements like small boxes and stuff like that?
No, it's a stand alone game.
Since this thread is stickied like it might be a faq or something, and that thread is three pages long with a bajillion paragraphs, how about a quick summary? My quick glance gave me a "engine could do it, maybe, but gameplay isn't focused on it".
For models, they don't need to be downloaded immediately and can be streamed to the client while you're playing. A default model can be swapped out for the custom model on the client side and when the download is complete, the model can be swapped back again on the next respawn (or any other convenient time). MP3s can work the same way. Most MP3s/WAVs are associated with admin plugins for example, which allow admins to play a sound effect, snippet of a song, etc. on the server for everyone to hear. For the MP3s/WAVs that are somewhat "essential", they generally wouldn't be required within the first couple minutes of loading. These sound files can also be streamed at the earliest convenience or possibly only when the sound file has been requested to play but does not yet exist.
I'm not aware of any specific low-bandwidth implementations of such a system but I think most MMOs use a similar system (although their servers are likely quite expensive and powerful) and it works quite well. I'm sure some users would like to download everything in one swoop, but if I have a given map and any other "required" things to play on a server, then I would rather play now and let the non-essential stuff either download in the background or not even download at all.
I'm thinking "Download Custom Content when Connecting to a Server", "Download Only-Essential Custom Content" and "Download Non-Essential Custom Content Silently" as configuration options?
For models, they don't need to be downloaded immediately and can be streamed to the client while you're playing. A default model can be swapped out for the custom model on the client side and when the download is complete, the model can be swapped back again on the next respawn (or any other convenient time). MP3s can work the same way. Most MP3s/WAVs are associated with admin plugins for example, which allow admins to play a sound effect, snippet of a song, etc. on the server for everyone to hear. For the MP3s/WAVs that are somewhat "essential", they generally wouldn't be required within the first couple minutes of loading. These sound files can also be streamed at the earliest convenience or possibly only when the sound file has been requested to play but does not yet exist.
I'm not aware of any specific low-bandwidth implementations of such a system but I think most MMOs use a similar system (although their servers are likely quite expensive and powerful) and it works quite well. I'm sure some users would like to download everything in one swoop, but if I have a given map and any other "required" things to play on a server, then I would rather play now and let the non-essential stuff either download in the background or not even download at all.
I'm thinking "Download Custom Content when Connecting to a Server", "Download Only-Essential Custom Content" and "Download Non-Essential Custom Content Silently" as configuration options?<!--QuoteEnd--></div><!--QuoteEEnd-->
For some things, you may not have a default model. For example, if the map adds a new area that requires a model, that will need to be downloaded first. I agree that all the sounds are useless for the most part, Source had the nice cvar cl_downloadfilter, which would let you prevent sounds from being downloaded.
TheRealFlayra:
"Our engine is 100% our own and written from scratch."
Amazing... just amazing... UWE = The Next VALVe.
Next question: How scalable is the engine? Are there any pre-defined texture size limits or polygon limits?
I am sure some of you know the bad thing withe the old quake engine with NS1, you run (as alien) behind a wall but you still get hit by a marine, because your "hitbox" is behind you.
Thats not only the Half-life Engine, i don't know but the same thing happens in every "new" source-engine game.
If you running behind a wall, you "hitbox" is running behind you.
Whats with the NS2 engine?
How is the netcode?
I mean its the first Game/Engine of the UWE Team, it must be a challenge.