Advanced Open Source Engine Based On Quake 3
An anonymous reader writes
"Phoronix is running a news story about the XreaL project, which its lead developer claims is the most advanced open-source game engine. XreaL is based upon the vintage Quake 3 engine, but it has been rewritten over the course of many months such that it no longer resembles the original id Software engine. The XreaL engine has its renderer written entirely in GLSL with compliance toward the OpenGL ES 2.0 specification in mind, but it supports the new OpenGL 3.0/3.1 specification and is able to take advantage of its new features. XreaL has also added an HDR pipeline to its engine and on modern hardware is actually GPU — not CPU — bottlenecked. XreaL can also load game content from Unreal Tournament 3. This engine, which is described to be as powerful as what can be found in Doom 3 or Call of Duty 4, is written entirely with free software. The XreaL project has created plug-ins for Maya to broaden their game development capabilities."
hopefully this will lead to more modern-looking open-source games. That's the reason the regular gamer won't play open-source. Unless there's somethign else i nthe game you can't find anywhere else :P.
"basics such as dynamic shadows"
That's basics? Wow, times change fast these days, even I can remember the time when "dynamic shadows" weren't basics but rather bleeding edge, something you'd need a killer machine for to pull off at all. Maybe 'cause it ain't been a year ago or so.
You know what "basics" too many games lack these days? An interesting concept, some originality, replay value and generally something that makes me want to play them. If you can put that in a game, you can keep your eye candy. Eye candy is like new car smell. Yeah, it's nice, but it wears off too quickly and after it's gone, you only get to see that you have, essentially, the same crappy game that you didn't want to play a year earlier already.
If this means we have now a good FOSS engine at our hands that allows the development of games without first forking over six digit sums and thus being pressured to deliver something "mainstream digestable" (read: uninspired copy of something that sold well), we might get to see a few daring new ideas.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Bad art direction makes good engine look unimpressive.
And good art will make feature lacking engines look awesome.
-- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
The topic is the XreaL engine. Not games.
This sig does not contain any SCO code.
One of the things these people have to do is take a page from Valve and Epic and look closely how the two created modding tools for their engine.
Well, Unreal Editor doesn't really allow you to make an entirely new game out of the Unreal engine, but it's an incredible mapping tool, much better than Hammer for the Source Engine.
But, Valve has other tools as well, such as Faceposer to help in lip syncing your models. As well, the event based choreography of NPCs and physics seems to me to be unparalleled. NPC see's enemy, fire an event, which triggers the NPC to freeze, since the enemy was MEDUSA ALL ALONG! It's very intuitive programming.
So this engine needs to have an infrastructure in place to make modding as intuitive, as well as tools that make use of that infrastructure.
I'm god, but it's a bit of a drag really...