Quote:
Originally Posted by tad10
We're ships passing in the night. I admit to not using MMO middleware but I would assume that it has class and combat functionality. I'm not saying import game-level class code into the MMO middleware -- I'm saying recreate it using the middleware tools. Who cares if a monk can FD w/n Unreal or w/n HeroEngine. To the user there isn't a difference in functionality.
In any event, apparently the problem isn't Unreal but what Sigil has done to the engine. I had never played Lineage 2 -- so I assumed all Unreal Engine MMOs were as hitchy and slow as VG. Mea culpa (well Sigil culpa too).
Er, I'm not even sure what you're getting at Tad. Class and combat functionality? "Coding" FD is pretty much irrelevant of the engine you're going to use, at that level it doesn't really matter.
As I see it, what you pay for with the unreal engine is mostly graphics technology, the most refined ways of rendering shaders, doing lightning. Level streaming/support. Back end databases (which no single player game obviously needs) and game play code are all done from scratch regardless. The bottom line is you're not going to find a more sophisticated engine capable of doing graphics out there. If you want to compete at the top end level of graphics, you either A) need years and years with a huge beginning coding staff of experienced graphics programmers or B) an engine to start with. If you're purchasing an engine to literally use the content creation tools then it really means you don't have the resources to make a triple A title anyway. Any large team purchasing something like i'm going to wager is pretty much changing/adding a shitload of stuff onto it from that side.
Ultimately, the same mistakes would have been made regardless of what engine was chosen, and if the game engine had been done from scratch, early milestones never would have been met and it likely would have never shipped. The end product results from two factors: lack of design tools and poor performance, neither of which can really be pinned on the engine.
An understanding of tool design early on from the design team, as well as an appreciation from the managers in getting tool support screwed the game in that respect. At this point the tools are fairly decent, minus a scripting language, which is only the result of the above talked about poor design team decisions.
The performance issue is more a result of outrageous demands from a leadership standpoint. A seamless world, miles and miles of vision, etc. are really what screw the game. Id imagine rushed construction of the UI, and everything else for that matter simply add on top of an already shaky and unstable graphics foundation that barely resembles how unreal 2 comes out of the box.
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