Game Engines vs. Programming based tools
Interactive Playgrounds (Game Engines)
1 - Neverwinter 2 Toolset
2 - CryEngine Sandbox
3 - UnrealEd Runtime
4 - Source (Half-Life 2)
5 - Doom SD Kit
Advantages: powerful; embedded worlds, characters and behaviours
Limitations: difficult to change and expand beyond concepts of the game; portability, and uncertain future
Programming Based Tools
1 - Director Mx (Macromedia/Adobe)
- easy to learn
- strong limitations in 3d lighting
2 - Panda3d (Walt Disney Imagineering)
- medium to easy learning curve
- seems powerful
3 - Virtools (Dassault Système)
- awkward system
- very oriented into prototyping only
4 - XNA Studio (Microsoft)
- difficult to learn
- possibility to developp directly for Xbox
Advantages: Portability, limited only by the technology
Limitations: No materials available, everything (environments, objects or characters) must be developed from scratch, making it hard to start, manage and learn. By now, any of these solutions still have an uncertain future however they are in a better position than Game Engines.
Look fort Part I.
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