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Ground Zero City Generation + Combat Demo

LCJr.

Erudite
Joined
Jan 16, 2003
Messages
2,469
Deavile said:
We would love to make this standalone, but unfortunately that requires a D3 engine license, which last I checked ran for around $500,000. Of course if we find a free engine with all the capabilities of D3 we will happily switch to it.

Look on the brightside Id will probably cut loose the sourcecode in a few more years.
 

jlamb

Novice
Joined
Jul 3, 2006
Messages
22
Since it sounds like pure pipe dream, I'd like to re-iterate that the system is largely drawn out on paper, and these appear to be perfectly reasonable possibilities.
 

FrancoTAU

Cipher
Joined
Oct 21, 2005
Messages
2,507
Location
Brooklyn, NY
Deavile said:
We would love to make this standalone, but unfortunately that requires a D3 engine license, which last I checked ran for around $500,000. Of course if we find a free engine with all the capabilities of D3 we will happily switch to it.

Geez, that much for a 3 year old engine still? You'd think they'd come down a bit with time. Doesn't Valve offer a pretty reasonable deal if you use Steam for distibution?
 

Deavile

Novice
Joined
Jan 3, 2007
Messages
5
Based on ID's website they want $250,000 up top plus 5% of sales for the quake 3 engine, though this information looks like it hasn't been updated for awhile now. Doom3 is still id's top of the line engine so I think 500,000 sounds about right, but that is just a guess.
 

LCJr.

Erudite
Joined
Jan 16, 2003
Messages
2,469
Sourcecode for Quake 3:Arena was released 8/19/2005. So I'm assuming you mean Quake4?

Anyway just by putting out a techdemo you've accomplished more than 90%+ of the indie/amateur gamemakers. I've added it to my "check every few months" list of games.
 

Human Shield

Augur
Joined
Sep 7, 2003
Messages
2,027
Location
VA, USA
What are the abilities that makes Doom 3 so great? There are lots of engines out there. I think even Irrlicht on the low end can import Doom 3 model files with animations.

Run all the engine calls in the code through custom libraries, this way you can write all game code but keep it somewhat engine independent.
 

Deavile

Novice
Joined
Jan 3, 2007
Messages
5
We chose the Doom3 engine primarily because lighting in the engine does not need to be pre-compiled, as it does with engines like Valve's Source. Our environment creation system is all handled in game or during map load, so a compiled lighting engine would not work with it (or not well). In addition, the physics engine was created by ID, and it's source code is included in the SDK. There are certainly other engines out there that have the same capabilities, but so far we have been very happy with Doom3.

P.S.
The Doom3 SDK already has a good interface to the render engine, meaning it would be fairly easy to move the game to another engine.
 

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