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I Need An Older Open World Engine

Started by December 30, 2017 05:38 AM
39 comments, last by Scouting Ninja 6 years, 9 months ago
On 12/30/2017 at 11:25 PM, Infinisearch said:

Oblivion used an engine called Gamebryo... its not free and might not even be for sale anymore.

It's still around:

http://www.gamebryo.com/

They have flexible licensing options, and an evaluation.  You can give it a shot to see if it works for you before shelling out any cash.

Seasoned software engineer (19 years, professionally) and gamer who hasn't actually written software for gaming, but holds an interest in it.

14 hours ago, Joseph Van Riper said:

It's still around:

http://www.gamebryo.com/

They have flexible licensing options, and an evaluation.  You can give it a shot to see if it works for you before shelling out any cash.

I saw that but i am sure it's for company's only i applied but not expecting anything. Thank you a lot though

16 hours ago, BG109 said:

First of I would just like to point out that the response time on the forum could sometimes take a while, having to wait a day for a reply should not really be considered "long", people are usually very good at giving advice here so just have patience :)

With that said, I know this has been discussed many many times before but a good first thing to consider is which amount of time and resources your are planning for this project. I am not saying that it cannot be done but keep in mind that the amount of time to make even a "simple" open world game might very well be a couple of years of hard work. Are you planning of doing all the coding, level design, asset design (graphics) etc by yourself from scratch? Or will you be using paid models or pay an artist to make the game?

I am not trying to demotivate you but when people are getting into game design it is quite common that they seriously underestimate the time and resources that goes into making a game. A game-engine is by no means a magic bullet that makes you finished a massive open-world game on your own in a couple of months, not even for a seasoned developer.

The most common advice you will get here if you are new, and it is a good one, is to start out making a few simple games in order to get a base understand of what is required in order to design a game. You might already have done this, and in that case its fine but in most cases this is not quite true.

So, what are your current "budget" for making this game? How much time are you willing to put in? Will you have money allocated to buy resources or will you be making them yourself? Are you willing to hire external help (i.e pay them) to make resources etc for your game?

These might sound like "boring" questions, but the kind of engine people will recommend will depend a lot on the scope of the project, especially for what sounds like a quite big project.

 

 

 

 

I am looking to code and create the levels i am not a modeler, i can work with free assets if possible, i started looking into animation (character animation for just simple animations) and might be able to learn it but would like to avoid it, i am sure i should be able to run blender but rendering is not something i am sure about, i don't like unity and don't want to use the blender game engine, it just isn't me, i loved using unreal engine 4 and i found an old copy of udk (free version of unreal engine 3) but it is very different (which is expected) and doesn't seem like i would use it, i need an engine to start but preferably with a large/medium community. 

edit - forgot to add this, i understand how long it can take i spent two years on an mmo which i lost the files too it was a base created by a friend but for mmo's only that is besides the point, i understand how long it can take and what it will take, i would like to use java because i understand it better but c++ will work just as good if not better for me.

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How about JMonkeyEngine (JME) ?

It's Java, it's open source and it's "code-centric" (i.e. much more a library than an authoring system, although it does have a visual editor, too). It's not "old", but as long as your GPU supports at least OpenGL 2.0, you should be fine. The rest depends on how complex you make your 3D world.

A downside might be that it's not an out-of-the-box "open world" engine. This doesn't mean that you can't build an open world game with it, and not even that it is somehow suboptimally suited for this kind of game. But it'll require some work, compared to more genre-specific and feature-complete RPG engines like the one that e.g. Morrowind uses.

I like JME a lot, and since I see some parallels between you and me (focus on coding, slight aversion towards the big players on the engine market), there's a chance that you might like JME, too. Just don't underestimate the amount of work that lies ahead of you. Considering this, there might exist solutions that could help you to reach your goal at least a bit faster than JME would. But since it seems to me that you prefer a feeling of self-achievement and maximal control of what's going on code-wise over fast progress, JME might be worth checking out.

Since you have some Java Experience you can go with LWJGL. Minecraft was made using that.

If not, you have LibGdx. However do not expect it to be like Unity where you have all work simplified. You may need to code most of the stuff.

Its doable with LibGdx in my opinion.

Check my Youtube Tutorials

35 minutes ago, StereoPT said:

Since you have some Java Experience you can go with LWJGL. Minecraft was made using that.

If not, you have LibGdx. However do not expect it to be like Unity where you have all work simplified. You may need to code most of the stuff.

Its doable with LibGdx in my opinion.

JMonkeyEngine is built on top of LWJGL, by the way.

I personally wouldn't try to do this with LWJGL or LibGDX directly. LWJGL is really very low-level for such a task (except he really wants to do everything from scratch). And while LibGDX does provide some more higher-level abstraction, it appears to be oriented more towards 2D games. AFAIK, it's 3D toolkit is rather rudimentary compared to JME. Still, you are of course right. It is doable with LibGDX, and also with LWJGL.

There's a very impressive guy who wrote an entire multiplayer 3D RPG in Java from scratch using LWJGL, and the best thing about it is that he put tons of videos documenting the development process on YouTube:

Maybe this is helpful as a source of inspiration and valuable advices.

2 hours ago, wurstbrot said:

I personally wouldn't try to do this with LWJGL or LibGDX directly. LWJGL is really very low-level for such a task (except he really wants to do everything from scratch). And while LibGDX does provide some more higher-level abstraction, it appears to be oriented more towards 2D games. AFAIK, it's 3D toolkit is rather rudimentary compared to JME. Still, you are of course right. It is doable with LibGDX, and also with LWJGL.

If you check the LibGdx Webpage, they have a video showcasing a 3D Game much like Morrowind.

Now if you ask me can one man make it? Maybe.

Check my Youtube Tutorials

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10 hours ago, StereoPT said:

Since you have some Java Experience you can go with LWJGL. Minecraft was made using that.

If not, you have LibGdx. However do not expect it to be like Unity where you have all work simplified. You may need to code most of the stuff.

Its doable with LibGdx in my opinion.

i'm not being rude in the slightest but i've said this before, I HATE UNITY, i am not being rude and not mean just pointing that out again.

edit - I did understand what you were saying and i do think i may use it. I really do enjoy that you made reply thank you.

17 hours ago, Dusty Cane said:

i'm not being rude in the slightest but i've said this before, I HATE UNITY, i am not being rude and not mean just pointing that out again

Not to be rude but you should read what he said... he was using it as an example... of what LibGdx is not. (according to him, I have no idea)  Oh and sorry for mentioning Lumberyard, I just thought I'd post it to be helpful to other people looking for an engine with asset streaming.

On 12/31/2017 at 1:02 PM, Dusty Cane said:

windows 10 64 bit

4 gbs ram

intel(r) duo 2 core cpu

mobile intel(r) 945 express chipset family

Does the machine have a video card?  Or is it using the integrated graphics in the 945 chipset?  If its the latter I did some 'research' against my better judgment.  Basically I found out your machine is barely able to run Oblivion.  First I found out the graphics in the chipset is the GMA950.  Then I searched if Oblivion is compatible/can run well on the GMA 950.  I came across some youtube videos that I can link if you want or you can search for them yourself.  Basically the two videos I saw were barely able to run it.  In the first everything was set to its lowest and it looks crap but the frame rate is acceptable.  In the second video the settings were up a bit but the framerate was really choppy.  There is also a mod called oldblivion (IIRC) that makes things better for low power machines.  I didn't have any time to look for videos of it.

Why did I bring this up, because getting things to work on slow hardware is a lot harder and more intricate than with average or good hardware.  So if a professional team could barely get it to run on your hardware chances are you won't be able to either.  Not to discourage you but I don't feel right about not at least mentioning it.

Finally if you are fine with engines that don't have asset streaming like the other engines/libraries suggested above like the JMonkeyEngine but want C++ I have a couple in mind.  Ogre version 1.10 or Irrlicht... both are C++ and older.  Irrlicht ran well on my core2duo with 3gigs of RAM so I can vouch for that... but I had a video card.

edit - by look like crap, its not just the looks... there was pop-in for objects that were pretty close to you.

-potential energy is easily made kinetic-

 

4 hours ago, Infinisearch said:

Not to be rude but you should read what he said... he was using it as an example... of what LibGdx is not. (according to him, I have no idea)  Oh and sorry for mentioning Lumberyard, I just thought I'd post it to be helpful to other people looking for an engine with asset streaming.

Does the machine have a video card?  Or is it using the integrated graphics in the 945 chipset?  If its the latter I did some 'research' against my better judgment.  Basically I found out your machine is barely able to run Oblivion.  First I found out the graphics in the chipset is the GMA950.  Then I searched if Oblivion is compatible/can run well on the GMA 950.  I came across some youtube videos that I can link if you want or you can search for them yourself.  Basically the two videos I saw were barely able to run it.  In the first everything was set to its lowest and it looks crap but the frame rate is acceptable.  In the second video the settings were up a bit but the framerate was really choppy.  There is also a mod called oldblivion (IIRC) that makes things better for low power machines.  I didn't have any time to look for videos of it.

Why did I bring this up, because getting things to work on slow hardware is a lot harder and more intricate than with average or good hardware.  So if a professional team could barely get it to run on your hardware chances are you won't be able to either.  Not to discourage you but I don't feel right about not at least mentioning it.

Finally if you are fine with engines that don't have asset streaming like the other engines/libraries suggested above like the JMonkeyEngine but want C++ I have a couple in mind.  Ogre version 1.10 or Irrlicht... both are C++ and older.  Irrlicht ran well on my core2duo with 3gigs of RAM so I can vouch for that... but I had a video card.

it's using not using integrated graphics

i did read his post and i did understand what he said i just wanted to point out i don't enjoy unity

edit - made a mistake before and said it was

9 hours ago, Dusty Cane said:

it's using not using integrated graphics

This is not clear, If you're using a video card which one?

I would take a look at Irrlicht if I were you.  It has a novel "scene node" system that is extendible.  It might be helpful in implementing asset streaming if necessary.

edit- also whats the clock speed of your core 2 cpu?

-potential energy is easily made kinetic-

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