• CryEngine as a Service - 10$/mo no royalties
    97 replies, posted
Meanwhile Torque 3D cries in a corner because it is free yet nobody wants it.
Let me tell you how CryEngine development goes for indies. "Please help, your engine is so fucking hardcoded we can't do anything." "Documentation? Do you have ANY of it?" "Ok, we need source access to this or we can't go any further. $500,000? Kill yourselves, we're going to Unity." "Holy shit Unity is 1000x better than CryEngine and we've gotten more done in a month than we've gotten done in a year on CryEngine." Seriously, CryEngine is a fucking disaster of bad to no documentation and hardcoded bullshit you can't do anything with. You hit wall after wall after wall until you finally hit one you can't do anything about, then when you contact CryTek for help they send you a $500,000 bill, if they respond that is. The ONLY thing I've found in CryEngine of any real merit is their world creation tools, especially the foliage and terrain object placement tools which Unity unfortunately lacks at the moment. Unity offers everything CryEngine doesn't, it's far more flexible and easy to use so you spend more time making the game and much much less time slamming your head against the wall.
^Documentation? You mean this stuff? [url]http://docs.cryengine.com/display/SDKDOC1/Home[/url] The 500grand thing is pretty irrelevant now ain't it? And of course there's no certainty but hopefully now they'll up their support with this new service.
You know how many times I've read through that? You know how many holes there are? Sure if you just want to make a generic Cowwadoody shooter you can do it, but don't you dare do anything else!
also lol at the freeSDK trailer showing mini environments cause no-one can get through making a full game on it
eh you exaggerate the differences between CE3 and UE4 too much. they're both good and comparable engines the major problem though between the whole UE4-CE3 tradeoff though is that CE3 fails considerably atm regarding support in general e.g. CE3's failure to support custom shaders, broken multiplayer for several months, etc. crytek could totally fix most of these things but they keep getting delayed and stuff whereas UE4 is more open in general to work with
it's also an older engine. it's just basically CE2.
[QUOTE=proch;44292858]and Source 2 goes free ware[/QUOTE] I would not be surprised if they did this seeing Valve gets lots of revenue from the Steam platform which will compensate for making Source 2 free.
9$/€ a month I hate this shit. That's not how currency works.
[QUOTE=Reds;44292628]Ouch. Absolutely slammed, there goes all of Unreal's momentum.[/QUOTE] not realy though because cryengine is already out of date compared to ue4. it's a bit of a slap in the face, sure, but ue4 is still leagues ahead especially when you consider their material editor and how powerful their visual scripting also ce's documentation and support is notoriously horrible [editline]20th March 2014[/editline] and at the end of the day i'm happy to pay a small amount of royalties for all of that + the fact i can develop for mobile
This is great to get newbie game developers a chance to get into the hi-tech game engines without having to fork over loads of money.
[QUOTE=thefreemann;44295948]cryengine has some shitty people in its community[/QUOTE] It's kinda sad how bad it is. A lot of people over there just demand engine features (like infinite map size and other obscure features) and just bitch about updates cause their feature request isn't in it. They will never be satisfied. While some of it may be true the incredibly annoying and childish attitude a lot of the people there have towards it doesn't help.
[QUOTE=CapsAdmin;44298185]It's kinda sad how bad it is. A lot of people over there just demand engine features (like infinite map size and other obscure features) and just bitch about updates cause their feature request isn't in it. They will never be satisfied. While some of it may be true the incredibly annoying and childish attitude a lot of the people there have towards it doesn't help.[/QUOTE] You seem to know a lot about CryEngine, you ever worked in it? It's a useless piece of shit, it's 90% graphics and 10% game unless you've got an army of programmers and millions in your pocket, at which point I would argue you stop being an indie developer and start being a full on development studio. With that kind of manpower you mind as well hit up Unigine instead because your goals are probably greater than a Call of Duty-esque manshoot, which is about all CryEngine is capable of without heavy modification. There is just so much shit that they've HARDCODED into the engine and will not give you access to without a full commercial license it's ridiculous. I'm talking simple things like character skeletons, IK and cameras too, there's ways to design around world size restrictions, but if you can't achieve even the most basic of gameplay elements due to engine restrictions you're shit out of luck.
[QUOTE=joshuadim;44292603]Crytek is now officially more awesome than Epic (because of the no royalty thing)[/QUOTE] Epic releases the source code of their games as FOSS. So you can just take Doom 3 BFG for example and use the engine for your own game. [url]https://github.com/id-Software/DOOM-3-BFG[/url]
I wish RAGE engine would go up for sale with all of its middleware, like Euphoria and Bullet.
--ok--
[QUOTE=RR_Raptor65;44298608]You seem to know a lot about CryEngine, you ever worked in it? It's a useless piece of shit, it's 90% graphics and 10% game unless you've got an army of programmers and millions in your pocket, at which point I would argue you stop being an indie developer and start being a full on development studio. With that kind of manpower you mind as well hit up Unigine instead because your goals are probably greater than a Call of Duty-esque manshoot, which is about all CryEngine is capable of without heavy modification. There is just so much shit that they've HARDCODED into the engine and will not give you access to without a full commercial license it's ridiculous. I'm talking simple things like character skeletons, IK and cameras too, there's ways to design around world size restrictions, but if you can't achieve even the most basic of gameplay elements due to engine restrictions you're shit out of luck.[/QUOTE] Its really not that bad and there are plenty of non-shooter games being made with it. Honestly sounds like you had one bad experience with one aspect of it and now are villifying it to be the worst thing on earth. The best part is you assume that Unity is miles better, which I'm pretty sure nobody else would agree with. CE blows Unity out of the water. But that kind of makes sense - traditionally you'd need $500,000 to get a CE license while Unity was comparatively much cheaper. Who knows now though. I'm not arguing about their documentation though. I've not looked at UE4's documentation but its always been my impression that Epic has always had the leg up in popular support and documentation as far as "AAA" game engines go. Until UE4 it has been my opinion that CE was simply the better engine. I think that UE4 really evens out the playing field, and its up to CryTek to make their engine competitive again. But ever since 08-09 CryTek has just been a shadow of its former self. I've noticed that a LOT of major PC game developers in the 06-08 era of games got pressured by the console generation to essentially start trying to "casualize" and "console-ify" their focus, making them lose pretty much all their momentum. Its what happened to Gas Powered Games, and its what happened to CryTek. And unfortunatly for them, it was the wrong move when PC gaming blew up again in the early 10's.
[QUOTE=Delta616;44293785]"I don't know how to use source, that makes it the shittiest engine to work with."[/QUOTE] You're putting words in my mouth. I'm not saying that. What makes it the shittest engine is that it looks old as hell, hardly ever works, and mapping? Want to add a trigger? Hammer responds by crashing your entire PC. And knowing valve's recent track record, Source 2 won't be any better.
[QUOTE=Mega1mpact;44299186]No visible bumbmapping 1/10 would not use[/QUOTE] No visible bumpmapping? What the hell are you talking about, if there is no bumpmapping then what are those grooves between the tiles being lit correctly, or the stucco where there is a tile missing?
[QUOTE=FalconKrunch;44302875]No visible bumpmapping? What the hell are you talking about, if there is no bumpmapping then what are those grooves between the tiles being lit correctly, or the stucco where there is a tile missing?[/QUOTE] maybe he thinks normal maps can cast shadows
IMO, cry-engine still has the best rendering of foliage and natural objects [t]http://www.crydev.net/gallery/image.php?album_id=70&image_id=1410[/t]
[QUOTE=Stiffy360;44303144]IMO, cry-engine still has the best rendering of foliage and natural objects [t]http://www.crydev.net/gallery/image.php?album_id=70&image_id=1410[/t][/QUOTE] That's pretty fucking amazing I have to say
[QUOTE=Stiffy360;44303144]IMO, cry-engine still has the best rendering of foliage and natural objects [t]http://www.crydev.net/gallery/image.php?album_id=70&image_id=1410[/t][/QUOTE] that's a very forgiving image and a poor example tbh. it's impossible to compare that to showing a clear image with strong lighting. as far as rendering goes UE4 outclasses Cry on every level, but even still that type of image is just as possible in UE3. foliage will look better in UE4 than cry automatically due to physically based rendering.
Here's a more clear image of foliage from Ryse [t]http://i.imgur.com/v9SPa1m.jpg[/t] Couldn't find anything on unreal 4 foliage to compare to.
still that's nowhere close to what's used for lighting in unreal 4 (the same BRDF created by Disney for Wreck-It Ralph, Frozen, Big Hero 6) and i dunno how cry's lights are but UE4's are physically based as well and it has massive flexibility in terms of reflection probes, even great realtime reflections on any object it also uses the same physical basis for their environment cubemaps
[QUOTE=KorJax;44299267]Its really not that bad and there are plenty of non-shooter games being made with it. Honestly sounds like you had one bad experience with one aspect of it and now are villifying it to be the worst thing on earth. The best part is you assume that Unity is miles better, which I'm pretty sure nobody else would agree with. CE blows Unity out of the water. But that kind of makes sense - traditionally you'd need $500,000 to get a CE license while Unity was comparatively much cheaper. Who knows now though. I'm not arguing about their documentation though. I've not looked at UE4's documentation but its always been my impression that Epic has always had the leg up in popular support and documentation as far as "AAA" game engines go. Until UE4 it has been my opinion that CE was simply the better engine. I think that UE4 really evens out the playing field, and its up to CryTek to make their engine competitive again. But ever since 08-09 CryTek has just been a shadow of its former self. I've noticed that a LOT of major PC game developers in the 06-08 era of games got pressured by the console generation to essentially start trying to "casualize" and "console-ify" their focus, making them lose pretty much all their momentum. Its what happened to Gas Powered Games, and its what happened to CryTek. And unfortunatly for them, it was the wrong move when PC gaming blew up again in the early 10's.[/QUOTE] It was not just one bad experience with CryEngine, it was one after another. I say Unity is better because it is far more malleable than CryEngine is, the sacrifice of graphics is only minor and Unity can look pretty damn amazing with the right talent, especially after you snap up one or more of the many shaders out there and FinalIK offers an incredible degree of flexibility in character control which CryEngine is especially bad at, human characters are literally hardcoded into CryEngine, the rest have to be Boids.
Which is the easiest to make stuff with, without touching the code? CryEngine or Unreal
[QUOTE=TrannyAlert;44307901]Which is the easiest to make stuff with, without touching the code? CryEngine or Unreal[/QUOTE] I'd say Unreal.
[QUOTE=DOG-GY;44305840]still that's nowhere close to what's used for lighting in unreal 4 (the same BRDF created by Disney for Wreck-It Ralph, Frozen, Big Hero 6) and i dunno how cry's lights are but UE4's are physically based as well and it has massive flexibility in terms of reflection probes, even great realtime reflections on any object it also uses the same physical basis for their environment cubemaps[/QUOTE] Just me or is "physical/ly based" a buzzword when it comes to realtime game engines? How can it be physical lighting model when lights are not simulated anything like real life?
[QUOTE=DOG-GY;44305840]still that's nowhere close to what's used for lighting in unreal 4 (the same BRDF created by Disney for Wreck-It Ralph, Frozen, Big Hero 6) and i dunno how cry's lights are but UE4's are physically based as well and it has massive flexibility in terms of reflection probes, even great realtime reflections on any object it also uses the same physical basis for their environment cubemaps[/QUOTE] I haven't toyed around with it, but does Unreal 4 have soft shadowing and penumbra on sunlight? That's one of my favorite features of CE3 Also Ryse has PBR, but it's not in the free CE3 sdk, making UE4 a better option. Still, I kind of dislike how Everything in UE defaults to Epic's art style, leaving indies with it as well. (a lot of UE3 games have high contrast and a slight desaturation, as well as lots of orange) Out of the box CE3 has more more natural lighting. But that's art style I guess. But the soft shadows is a huge part for me, as trees and other objects cast soft shadows, which can really enhance the scene a lot if used correctly.
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