MetalCraze
Arcane
According to Emergent - Morrowind uses Gamebryo
Now if Gamebryo is just a renamed NetImmerse is another question - but the fact is - Gamebryo was also what was used in an XBox port.
Oblivion and Morrowind does not have anything in common besides engine. Judging by how even character development looks and work very different (among other things like gameplay f.e.) from Morrowind in Oblivion they were porting nothing.
How about doing some research next time?
http://www.emergent.net/en/Products/Gamebryo/
http://www.emergent.net/en/Products/Gam ... s/Terrain/
There is more info at the above links.
Also
"Gamebryo lets us take our concepts directly into our engine seamlessly... You can do any kind of 3D game with it. That's important" - Todd Howard
Now the last one is a hype fluff, but judging by how they continue to use that engine - hype fluff is not necessary a lie.
http://www.emergent.net/en/Products/
Now if Gamebryo is just a renamed NetImmerse is another question - but the fact is - Gamebryo was also what was used in an XBox port.
Who said they were porting something from Morrowind?When they upgraded from NetImmerse to Gamebryo it will have been necessary to rewrite pretty much all the code they've customised from NetImmerse, or, at very least, tweak it heavily to be compatible with the engine's changes.
Oblivion and Morrowind does not have anything in common besides engine. Judging by how even character development looks and work very different (among other things like gameplay f.e.) from Morrowind in Oblivion they were porting nothing.
Yes it is less time consuming. Much much less. Making and upgrading an engine which Emergent does should be like that unless Bethesda really has crappy programmers that spend more time tweaking genre-independent engine than engine developers creating it.Tweaking itself would not necessarily be less time consuming owing to the increased likelyhood of bugs and incompatibilities slipping though.
Which is done by Gamebryo and programmed in by Emergent without any Bethesda helpOn top of that, the terrain generation (the famous soil errosion)
Which is just a tweaked version of Gamebryo scene designer.the TES construction kit
Gamebryo uses PhysX, not Havoc. And yes both SpeedTree and PhysX support was already there.getting speedtree and havok to talk to Gamebryo were not already there
How about doing some research next time?
http://www.emergent.net/en/Products/Gamebryo/
The new Emergent Terrain System extends your palette and supports industry standard products like PhysX and SpeedTree. Gamebryo provides all the rendering, animation and special effects features you need to create any genre of game.
http://www.emergent.net/en/Products/Gam ... s/Terrain/
Emergent Terrain helps artists design and build worlds. The Terrain Editor is a WYSIWYG plug-in to Gamebryo Scene Designer that allows artists to create and view their game landscapes without requiring programmer assistance.
Emergent Terrain offers integration to the popular IDV SpeedTree package (requires separate SpeedTree licensing) so generating trees and plants is a snap, with over 1,000 tree models and 2,250 premium textures.
There is more info at the above links.
Also
"Gamebryo lets us take our concepts directly into our engine seamlessly... You can do any kind of 3D game with it. That's important" - Todd Howard
Now the last one is a hype fluff, but judging by how they continue to use that engine - hype fluff is not necessary a lie.
http://www.emergent.net/en/Products/