Re: Future trends for commercial game engines
Kent Quirk <[email protected]> Fri, 25 Aug 2006 09:19:22 -0400
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
Ing. Jacobo R=EDos wrote:
> With the more and more complex technology for games has become over =
> time, the decreasing interest of students/amateurs wanting to get into =
> game industry to learn DirectX/OpenGL and preferring to use an =
> existing game engine instead, the increasing popularity and =
> accessibility of TorqueEngine, CrystalSpace, etc among =
> students/amateurs/indies, and big corporate companies like EA, etc. =
> licensing UnrealEngine3 for their next-gen games...
>
> What are the future trends for commercial game engines? Will there be =
> a time were game studios will no longer create their own home-made =
> game engines and buy existing licenses (as we do today with =
> Maya/3DSM)? Will there be a day were it won't be worth for students =
> to learn Dx/Ogl and how to create their own engine?, and where game =
> development schools will focus on teaching how to use a specific game =
> engine like UE3 (as there are animation schools today to teach =
> Maya/3DSM) and focus their curricula on other areas of game =
> development not game-engine-related? Can eventually this day come =
> someday?
>
> And if so=85 how soon or how far do you think we are until that day comes?
Basically, the question is what's cost effective? These days, major =
market games are expected to do a lot. Thousands of objects, millions of =
particles, physics, intelligent AI, realistic animation, brilliant =
graphics, 3D sound...
If you're going to build all of that into your game, you'd almost be =
foolish to build it all yourself, unless it's more your business to =
build a better game engine rather than to build a great game. And there =
will continue to be people who do that. But if your budget is growing =
north of $10 Million and you're building a game that "fits" into one of =
the existing engines, you'd be wise to spend a million of that on a good =
game engine.
If your game doesn't feet neatly into one of those categories, or you're =
building a game with a different emphasis than on technology, you may =
find it worthwhile to build your own engine, or to start from a =
different place.
In an industry that changes as fast as ours, building education programs =
that rely on a particular technology is foolish. I don't care whether =
it's Maya or Unreal or Max, I want artists to be able to create in 3D -- =
who cares what tool they use? The same can be said of programming =
languages. Hell, it can be said of human languages. Wouldn't it be nice =
if we'd all just settle on English so we could drop language education =
in our schools?
I think your desire is to get the discussion away from the engine and =
technology and more toward the gameplay, and that's not a bad desire. =
Because the complexity of game engines is getting so high, for education =
to start students off with game engines is generally good, because it =
lets you concentrate more on some of the gameplay issues and less on =
blitting rectangles to the screen. But expecting a fast-changing =
technology industry to settle on one target platform isn't gonna happen. =
There'll be a steady increase in the complexity of the foundation tools =
(we don't use assembler much anymore in this business), but I don't ever =
want the schools to get too comfortable with one technology.
Kent
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