Game engine requirements
- Scriptable
- Easy to extend
- Must have importers for major modeling programs: Milkshape, 3Dsmax, Maya, Blender
- Interior and Exterior rendering
- Skymap
- TCP / UDP networking
- Physics
- Shadow rendering
- Preferably opensource but I am willing to shell out some money to get a decent engine
- Libs to connect to MYSQL
- Small footprint
- Particles
- Cross Platform: Would love to build a linux version of the client
- InGame Toolsets such as WorldBuilders, etc.
1 comment:
Planeshift [game] (www.planeshift.it) is game based on the Planeshift [client/server] Go to SourceForge.Net and do a search on Planeshift. It will show 5 projects that have started based on the client/server engine. Planeshift [game] uses Crystal Space for graphics. Planeshift [client/server] is ready to be filled with content and scripted. Uses MySQL as database. I have also looked into the depths of Torque and Minions of Mirth. Crystal Space does have some holes in it that can be exploited. I have been looking at and reviewing engines like this for a while, and am from Chicago. My primary requirements have been cross-platform, and specific behavior of how the client/server data is kept in sync. As well as basic security on the engine. The development of Planeshift is a story in itself and much can be learned from the project history on SourceForge, their bugtracker and forums. Thought I would mention it. Good luck to you!
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