Monday, 14 January 2013

Engine Criteria

For the engines we want them to be able to run the scene we are planning on doing with a good Frame Rate.

Unity
At the moment we don't want to use Unity - as with a previous project we worked on its lagged at the silliest things and was really difficult to fix as well as work out what the problems were. It isn't much of a user friendly program. And it does heavily rely on scripting. Also you have to create a collision box for each object which takes a long time. You can change the Cull - etc to make sure that it doesn't lag.

UDK
We would like to use UDK because it is simple to use for programming (thanks to a visual system called Kismet) this also makes it simple to animate as well as add sounds. It automatially builds collision round and object with one click saving time and effort. Our scene will have trees in it and this program is linked to speedtree so it would be simple to create a nice little forest. It does have some nice built in particle effects. At the moment this would be the best one to use.

Cry Engine
This would be the simplist of systems to create a forest in, but it is a lot of hassel to try and work out how to import an object into it. But it is beautiful and has a brialliant water effect. Its also simple to add AI in, as well as change the time of day and has a varitey of live time particle systems that you can use. I think this would be the best to use for a large landscape level but at the moment with the importing issue I don't think that it would be the most successful.

This is based on my opinion. The boys might feel differently. We will have a vote at some point.

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