robindegen
Junior Member

Posts: 196
Registered: 05-05 |
i still have it, but it only seems to work with 3d gs 5, after i installed 6 it didnt work anymore (and i didnt take the time to port it).
It's made in the pro version, and has colored lighting. But not real dynamic (as in, it doesnt move, and the shadows that 3dgs casts live aren't that great). It runs at high speed, i could add like 100 monsters in my test map and it still ran fine.
3D gamestudio is an ok engine, but i wouldn't recommend it for someone who's really serious about making one. The graphics aren't that nice in the pro version (comparible to half life). It can't really handle terrains, it's shadows are bad, and the models cant have high quality. They're more like the quake quality. Plus all the movements need to be saved in the model (taking up space, and limiting movements)
If you're actually serious about making a game (and releasing it), i wouldn't go for 3d Gamestudio. I moved on to the torque engine (it's 100$). It's way better, and the scripting is easier:
http://www.garagegames.com/pg/product/view.php?id=1
The only downside is that it's opengl (60 hertz screen). Tribes 2 uses this engine (but it has been updated a lot since then).
If you're going for real graphics, then get Torque Shader Engine. It uses the latest directx 9 technology. You need to buy the original Torque engine to buy this one but (as you can read on their site), they're planning to bundle it for 295$
http://www.garagegames.com/mg/projects/tse/
You may not charge anything for these games, but you can't charge for the 3d Gamestudio games either w/o a commercial lisence. I think it was about 5000$ to 10.000$ to commercially release a 3d gamestudio game. And it's "only" $995 for the directx 9 torque shader engine. You will get the engine's source code, so making a doom source port is possible in this to (c++ knowledge and visual c++ 6 required). The normal Torque engine is for windows, linux and mac, the shader engine is only for windows.
As i did, you can use the 3d gamestudio map editor (if you like it). Then just save it as a .map file. Then use a free tool to convert .map files to the torque format (you can also use hammer/worldcraft)
Another good engine is Crystal Space 3D:
http://www.crystalspace3d.org/tikiw...ew_articles.php
It's completely free, opensource and better then 3d gamestudio. Allthough it's a bit harder to use (requires c++ knowledge) it's very possible to create a doom source port in this. Available for a lot of platforms: windows, linux, mac, openbsd and with some work even ps2 and xbox (this might need the dev tools for these consoles though)
note:
sorry for the long story, i've spend allmost 2 years finding the perfect engine to make my game in. I've seen a lot. I'm going for torque, the shader engine is a bit out of my budget for the moment. I'm going to make my game in torque, and if it turns out something i'll go for the shader engine (w/o changes in your code it will still work)
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