G33X Nexus Entertainment > Precursors
A game worth noting - possible huge competitor
whitelynx:
Here's a copy of what I wrote in the IRC channel earlier:
--- Quote ---<whitelynx> if someone can convince me that the engine is definitely better than CS, ok.
<whitelynx> but here's the thing...
<whitelynx> I haven't seen _anything_ that they've done that couldn't be done in CS
<whitelynx> yes, some of what they're doing hasn't been written yet in CS, but it can be done
<whitelynx> and we have to weigh the cost of implementing it within CS' framework to the cost of rewriting what amounts to 90% of our code
<whitelynx> one thing Rosencrantz didn't mention last night in his list of stuff we'd need to reimplement is the behaviour layer
<whitelynx> we'd need to rewrite the whole thing, since all of our BL classes make heavy use of CS-specific and CEL-specific functionality
<whitelynx> so basically, unless there's something in the underlying architecture of the infinity engine that makes it far superior to CS/CEL, it won't be easy convincing me that we need it at all :-P
--- End quote ---
As far as talking to their team, the thing I'd be most interested in hearing from them is how they went about getting seamless planet-to-space transitions. The procedural stuff would also be interesting, but I think our starfield mesh would go a long way toward that goal.
Rosencrantz:
--- Quote from: whitelynx on August 24, 2006, 03:40:09 pm ---Here's a copy of what I wrote in the IRC channel earlier:
--- Quote ---<whitelynx> if someone can convince me that the engine is definitely better than CS, ok.
<whitelynx> but here's the thing...
<whitelynx> I haven't seen _anything_ that they've done that couldn't be done in CS
<whitelynx> yes, some of what they're doing hasn't been written yet in CS, but it can be done
<whitelynx> and we have to weigh the cost of implementing it within CS' framework to the cost of rewriting what amounts to 90% of our code
<whitelynx> one thing Rosencrantz didn't mention last night in his list of stuff we'd need to reimplement is the behaviour layer
<whitelynx> we'd need to rewrite the whole thing, since all of our BL classes make heavy use of CS-specific and CEL-specific functionality
<whitelynx> so basically, unless there's something in the underlying architecture of the infinity engine that makes it far superior to CS/CEL, it won't be easy convincing me that we need it at all :-P
--- End quote ---
As far as talking to their team, the thing I'd be most interested in hearing from them is how they went about getting seamless planet-to-space transitions. The procedural stuff would also be interesting, but I think our starfield mesh would go a long way toward that goal.
--- End quote ---
Yeah, whitelynx that's mostly the conclusion I'd come to. It looks really beautiful at first glance, but after playing with their combat prototype I don't see much differernce between that and what we can do in CS. And I agree on the seamless transitions, although I think I've got some ideas on how they do that.
I did forget to mention the behavior layer specifically though, thanks for catching that.
contingencyplan:
So what would be involved in us getting CS to the same level?
Morgul:
Primarily a list of features we'd like to see. After that, we'd just need a general idea of how to do it and then the gurus of the CS channel can help with the design.
contingencyplan:
I've sent the email requesting a meeting with the Infinity guy. I'm interested to see where this goes - if we can combine teams while still keeping the Precursors storyline, (depending on other factors as well) I'll be strongly for joining teams. But we'll see.
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