RE: Using middleware (RE: [GD-General] Prices of well-known 3D engines)
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From: Paul R. <pa...@so...> - 2003-06-05 01:21:03
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> Me too, and the main reason we had to ditch it completely was because we > couldn't use just the functionality we wanted from it and do the other bits > ourselves. With the middleware we are starting to see now, this seems to be > less of a problem. Which swings back to the original topic (sort of). The architecture of the engine itself is a huge factor to consider for price. Our middleware is incredibly monolithic with an "all or nothing" approach. It has super high level abstraction to support several different platforms with super tight coupling to it's subsystems' interfaces. Along with very little flexibility for customization. For a PS2 only game that will never ship on another platform, this is not good. Especially when the interfaces are most obviously catering to a "von Neumann" machine, it's really bad news. (Don't ask me, I wasn't working here when they bought it.) We have a lot of tech on top of the middleware. But it's mostly hacks to get it to do what we want it to do. This is the last project we'll use it on and a lot of our technology will be rendered useless. Aside from my tinkering, we don't have an in house effort to build an engine from scratch (that government idea sounds interesting...). So now we're likely going to dive into a new middleware solution. But this time we're battle scarred, seasoned shoppers. So they'll have to show they're fancy demos to some other doe-eyed n00bs. :op Just be aware that if the engine supports multiple platforms, there's a high probability you'll want to get to the guts and optimize for your specific game (that's right) on each specific platform. So easy paths to customization is a factor as well. Like Neil mentioned, any middleware that's been around the block and used by more than a handful of teams, will likely have these features by now. // Paul Reynolds // Lead Programmer // ICQ: 102704602 // AIM: pbreynolds // Yahoo: reynoldspaul |