If they would only release Unigine Engine with same license as UDK, it would become highly popular. With Steam for Linux out it could be UDK equivalent in linux world.
Phoronix: Unigine Now Does "Seamless Forest Rendering"
With the latest improvements made to the high-end Unigine Engine, there's now support for the seamless rendering of forests plus other improvements to its OpenGL renderer...
http://www.phoronix.com/vr.php?view=MTI2NDQ
If they would only release Unigine Engine with same license as UDK, it would become highly popular. With Steam for Linux out it could be UDK equivalent in linux world.
Yes... why post about a proprietry game engine?
Those are some of the most badly rendered trees I have ever seen.
Yeah, that went backwards. The spruce looks really unnatural.
some years behind, I can agree with that.
no, no that's pure nonsense. A not comprehensive list of OSS game engines is here: http://en.wikipedia.org/wiki/List_of_game_engines
That's not bad. The graphics and realism feeling is not nearly all what matters in games. The main purpose of most games is that they are addicting and fun to play.
Last edited by Fenrin; 12-30-2012 at 04:41 PM.
Someone should tell these guys that trees grow upwards :-P
Well most of the more advanced, capable and widely used oss engines are based off something I'd has released. ioquake3, iodoom3 (plus forks of these 2), and darkplaces all come to mind. I think overdose engine based off quake2 although it,s very modified. Looks to be most advanced engine too, although I am not sure how open source overdose is. They say they will provide sources on email ( http://www.moddb.com/games/overdose/...ource-and-more )
I am pretty sure Alien Arena and war sow both use modified quake2.
But the only major OSS engines I know of without idtech code are OGRE, and CUBE2.
I agree gameplay, not graphics make the game but my post was in response to someone asking why post about proprietary engines at all. Maybe it was a bit harsh towards OSS engines and theirs devs. They do put a lot of work into them without personal return.
OGRE isn't a game engine. It's a renderer. That's a tiny fraction of what makes a game engine tick. The game object layer, logic manager, input, audio, asset pipeline, game state management, networking, debugging tools, physics, path-finding and low-level AI facilities, scripting, effects framework, deployment tools, GUI editor, and so on are all needed to have a suitable engine on which to actually build a game.