posted on Jun, 24 2012 @ 07:09 PM
Originally posted by Cassey222
The CryTek engine is very nice but it can't hold a candle to the next generation of tech to come. Of course this is why you are able to play with
CryTek stuff now. Multi-layer tessellation is not going to be the way of the future. It is well supported by modern graphics cards but is limited in
many aspects. If you are asking where the future is going to be then I would have to point you to iPoint Cloud voxels with procedural generated
More on your topic.. I have played with both of those packages and they are cumbersome and dated in my opinion.
If you think messing with these 2 SDK's is cumbersome, you should try some of the older game engines. I used to make levels (aka "Ages") for an old
game called Uru, which uses the Plasma game engine. The first tools for this was completely fan based and you had to use Blender to export. Cyan
finally did release their tools for it, but they worked only with 3ds Max 7.0. The fans have since upgraded the tools to work with versions of Max
going up to 2011 if I remember correctly.
You can actually still play the game online (it's known as MOUL or Myst Online: Uru Live).
Now THAT was cumbersome, hehehehe! Legacy lighting has to be used, very limited on the amount of polys per model. Uses Python for it's scripting, but
I think it's Python 2.5? Maybe 2.7, it's been a long time since I messed with it. I used to write tutorials for how to do it.