Game Development Community

Can I get some help here?

by Chris "DiGi" Timberlake · in General Discussion · 08/11/2005 (8:55 pm) · 12 replies

Ok, what i'm about to ask is semi-complex, and i'd like to refrain from personal feelings, and facts/experiances.

Ok, so the company i work for (Legion Studios) is thinking about making the switch from Torque, to Reality Engine. I have mixed opinions about this, so i would like your input. I think the main concern is that they see TGE as not as good looking (I claim that its because alot of us programmers make out own art, and i proved it with some textures made for HL2, converted to PNG, by an artist, they looked close), but were thinking about upgrading to TSE. But their concern is that TSE is not stable/complete enough to work with.

Can i have your thoughts?


Reality Factor: http://artificialstudios.com/index.php

TSE: HERE DUH!

#1
08/11/2005 (9:12 pm)
Personally, The Reality Engine is very beatuiful, but it requires a higher graphics card and not many people might have that, but remember graphics are nice but graphics don't make a game its everything you put in, story, characters, sound, etc. Torqure Shader Engine is something to check out though. But this is what I think don't care if you disagree.
#2
08/11/2005 (9:13 pm)
I've seen the demo for that engine last year, and I happen to know a certain texture artist who worked on it and subsequently got scooped up by another company, so I can tell you off-hand that there's great artwork in there.

However, while TSE is new, many of it's core components are not. Stability is gained through the code that has migrated over from TGE, which has been through dozens of trials-by-fire (released games). The Reality Engine looks great, and I'm sure it has a full feature set, but it's also quite a bit younger than TGE and thus TSE, and so there's where the "value added" part of TSE comes in. Also, there's the ever-present huge community of Torquer's that are always willing to help.

My 2 cents...
#3
08/11/2005 (9:16 pm)
Yeah um.. by the way how much is the Reality Engine?
#4
08/11/2005 (9:28 pm)
@Ted: Yes, i love the community, the RE Area just seems kinda hush hush.


Bejong: From what i hear around 15K USD.
#5
08/11/2005 (9:30 pm)
They dont list a price but offer an evaluation "kit" if you submit a message indicating interest. reluctance to give a concrete price should be a red flag that reality must cost heavily...

it is beautiful though. if your company has the funds maybe you should invest in it. torques not the only kid on the block.
#6
08/11/2005 (9:37 pm)
Yeah, no price on their website only means one thing....

BLA-BLING!!!! $$$$$$$$$$$$$$
#7
08/11/2005 (9:42 pm)
Well, like i said its 15K, the price isn't the issue. Its just i dislike C# and Direct X =\, so i wanted your input, if its worth it i'll adapt.
#8
08/11/2005 (10:52 pm)
You can't license Reality Engine.

Licensing closed July 11th. They are now fully owned by Epic. They continue to support licensees who signed on prior to July 11th.

(That is unless your team licensed the engine already, before the 11th, in which case disregard this message, but if your only looking at it now, it's too late)

------------------------------------------------------
May 12th, 2005 - As you might have read on websites like Gamasutra, Epic Games has purchased ownership of the Reality Engine IP. Now I'll explain what this means to existing licensees and outstanding licensing deals: they will remain unaffected, as we worked hard to ensure. The forum will stay alive, tutorials will continue to be written, and bug fix updates will continue to be released to the licensed developers. You'll still be able to take your games to market with renewable licensing, and I and other Reality Engine programmers will be here supporting you to doing so.

If you look at the Eval Kit, the bulk of it was written by the remaining programmers at Artificial Studios; we know what we're doing and will continue to work to ensure that your Reality Engine products are successful. Bear in mind that like every other provision in the licensing contract, the renewable and multi-title aspects of licenses are valid: you can still use Reality Engine for as many products and platforms as you see fit. I must note however that any developers who are as-yet unsigned must sign ASAP, or you will lose your chance to license Reality Engine, please e-mail licensing@artificialstudios.com to acquire your license.

Though we will shortly close the book on signing licenses, I look forward to seeing the pool of Reality Engine developers continue their work with the technology and bring their titles to market, starting with the impressive titles that will be on display at this E3.

Best Regards,

Jeremy Stieglitz
Artificial Studios
#9
08/12/2005 (1:13 am)
We eval'ed it, but with it being bought during the eval period, we opted not to spend such a large chunk on something thats future seemed rather iffy... Plus, maxing out a CC wasn't my first choice.

Its wasn't priced at $15.000 BTW...
#10
08/12/2005 (2:53 am)
I eval'd it too, good stuff, but definately aimed for next gen hardware, it made my x800, P4, 2 gig ram machine crawl.
#11
08/12/2005 (10:03 am)
BTW, Chris, I emailed Jeremy, just because I was unsure as to if licensing had officialy closed, and he had this to say:
\\\\\\\\
Such as it is we have until August 20th to finish up with companies that were already evaluating Reality Engine, at which time we're to deliver our final list of RE licensee to Epic. That's not too much time (would need to have you signed by then), but presumably you're ready to move forward with this? If so, we can offer you the following:
////////

So you're SOL unless you've already grabbed an eval. But if you have' the price has gotten much better :)

@ Timothy Aste.

Totally agree. We're not persuing the most highend of games, so Reality is a bit of an over kill... A nice and shiny overkill though :)

We'll be needing TSE soon, hopefully before the end of the month.
#12
08/12/2005 (12:43 pm)
I think were gonna go with TSE, so yea. Thanks guys for all your comments!

@Chris, i didn't remember the exact figuares, that number was probably a retainer, the company was working out a deal with them.