soulhuntre opened this issue on Nov 14, 2001 ยท 17 posts
soulhuntre posted Sat, 17 November 2001 at 4:41 AM
"You are familiar with CSG? If an engine is lacking those basic primitives which an artist needs to build reasonably organic shapes, but has 4 different kinds of staircases, it is balanced towards the creation of games with lots of corridors and levels. I can't mention names (nondisclosure), but I assure you that a licensed engine can be extremely limited unless you have dedicated tools programmers on staff to rewrite it."
That depends on what you use "CSG" as an acronym for :)
We are currently developing on the LithTech engine and we are working with the V12 engine (the one that powers Tribes 2).
I agree that these engines are geared to non-organic shapes - but that isn;t the same thign as saying they are limited to only producing a certain type of game... that was my point. The limitations fo the engine are real - the limitations of the uses they can be put towards is a different discussion to me...
But I suspect you and I mostly agree in what we are saying.
The reality remains that the Lithtech or Netimmerse engines are much better suited to Avatar based systems than it seams from what I have seen Adobe's engine is. Now, I have been coming to understand why Adobe made the choices they did - but I still wouldn't have made those choices.