Re: [GD-General] Future trends for commercial game engines
Brought to you by:
vexxed72
From: Kent Q. <ken...@co...> - 2006-08-25 13:19:34
|
Ing. Jacobo R=EDos wrote: > With the more and more complex technology for games has become over=20 > time, the decreasing interest of students/amateurs wanting to get into=20 > game industry to learn DirectX/OpenGL and preferring to use an=20 > existing game engine instead, the increasing popularity and=20 > accessibility of TorqueEngine, CrystalSpace, etc among=20 > students/amateurs/indies, and big corporate companies like EA, etc.=20 > licensing UnrealEngine3 for their next-gen games... > > What are the future trends for commercial game engines? Will there be=20 > a time were game studios will no longer create their own home-made=20 > game engines and buy existing licenses (as we do today with=20 > Maya/3DSM)? Will there be a day were it won't be worth for students=20 > to learn Dx/Ogl and how to create their own engine?, and where game=20 > development schools will focus on teaching how to use a specific game=20 > engine like UE3 (as there are animation schools today to teach=20 > Maya/3DSM) and focus their curricula on other areas of game=20 > development not game-engine-related? Can eventually this day come=20 > someday? > > And if so=85 how soon or how far do you think we are until that day com= es? Basically, the question is what's cost effective? These days, major=20 market games are expected to do a lot. Thousands of objects, millions of=20 particles, physics, intelligent AI, realistic animation, brilliant=20 graphics, 3D sound... If you're going to build all of that into your game, you'd almost be=20 foolish to build it all yourself, unless it's more your business to=20 build a better game engine rather than to build a great game. And there=20 will continue to be people who do that. But if your budget is growing=20 north of $10 Million and you're building a game that "fits" into one of=20 the existing engines, you'd be wise to spend a million of that on a good=20 game engine. If your game doesn't feet neatly into one of those categories, or you're=20 building a game with a different emphasis than on technology, you may=20 find it worthwhile to build your own engine, or to start from a=20 different place. In an industry that changes as fast as ours, building education programs=20 that rely on a particular technology is foolish. I don't care whether=20 it's Maya or Unreal or Max, I want artists to be able to create in 3D --=20 who cares what tool they use? The same can be said of programming=20 languages. Hell, it can be said of human languages. Wouldn't it be nice=20 if we'd all just settle on English so we could drop language education=20 in our schools? I think your desire is to get the discussion away from the engine and=20 technology and more toward the gameplay, and that's not a bad desire.=20 Because the complexity of game engines is getting so high, for education=20 to start students off with game engines is generally good, because it=20 lets you concentrate more on some of the gameplay issues and less on=20 blitting rectangles to the screen. But expecting a fast-changing=20 technology industry to settle on one target platform isn't gonna happen.=20 There'll be a steady increase in the complexity of the foundation tools=20 (we don't use assembler much anymore in this business), but I don't ever=20 want the schools to get too comfortable with one technology. Kent |