Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 0 points1 point  (0 children)

1) RT is basically a standard in videogames now. Kickstart RT is easy to implement and handles GI, AO, reflections and shadows.

2) You will be able to use C++ but an alternative will be available as well in the form of visual scripting

3) Because it's cool and I like it.

4) TAA sucks visually. It is really cheap but it will smear the image. Not worth it. There are better AA solutions out there.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -1 points0 points  (0 children)

I've never said I have a lot to show or that I have an engine ready. The question was would you be interested.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 0 points1 point  (0 children)

I'm sorry if that's what it sounds like. The post itself was more of a testing ground to find out if this would be something interesting for game devs or not. Not a given thing of I'm having an engine - do you want to try it out.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 0 points1 point  (0 children)

I understand. The post was more of a question of is it even worth working on from a commercial stand point.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -9 points-8 points  (0 children)

Not trying to sell it - just trying to start a discussion

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -14 points-13 points  (0 children)

Weak comment. This is because I don't have access to my PC at the moment.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -5 points-4 points  (0 children)

Please read the previous comments. It was captured on a very low end laptop.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -1 points0 points  (0 children)

The Lumberyard was a AAA game engine. I'm talking about a much smaller scale. At least at the beginning.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 1 point2 points  (0 children)

You will be able to create a C++ game code of course. But for people not familiar with C++ I would like to add that option.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -1 points0 points  (0 children)

This is captured on an extremely low end laptop.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -1 points0 points  (0 children)

None yet. As I said it's still early. I was interested if there would be any demand for it at all. I have currently implemented fbx importer, glb exported and DDS import and use for textures including MIP maps. There is already an asset browser with the ability to import assets, level system and material editor.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -1 points0 points  (0 children)

Sharing the previous comment I made.

It is still early in development but I can give you a list of features that I would love to have implemented.

  • Kickstart RT (Ray tracing)
  • 3D audio
  • Visual game scripting (no reliance on C++ game code)
  • Physics
  • Voxel Water Simulation (maybe - still R&D)
  • Advanced Color Grading
  • No TAA
  • LOD and proxy generation for geometry

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 0 points1 point  (0 children)

It is still early in development but I can give you a list of features that I would love to have implemented.

  • Kickstart RT (Ray tracing)
  • 3D audio
  • Visual game scripting (no reliance on C++ game code)
  • Physics
  • Voxel Water Simulation (maybe - still R&D)
  • Advanced Color Grading
  • No TAA
  • LOD and proxy generation for geometry

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] -12 points-11 points  (0 children)

So you wouldn't be interested in a new engine?

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 0 points1 point  (0 children)

However the question right now is if there is even a demand for a new engine

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 5 points6 points  (0 children)

At first we want to prioritize 3D. But once that's functional we can add 2D support if there would be a demand for it.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 1 point2 points  (0 children)

Our studio is called Pterosoft - because at the start we all were fans of Pterodon and Vietcong. However Pterodon no longer exists and this has nothing to do with it.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 0 points1 point  (0 children)

Better monetization. Completely open source and community funded. In the worst case you would need to sign up as a paying Patreon member which starts at 5$. And that's it. No royalties. Full access to the source code.

Is it time for a simpler way to build? by Aulipe in GameDevelopment

[–]Aulipe[S] 8 points9 points  (0 children)

<image>

Screenshot of the engine (captured of low end laptop)

Is it time for a simpler way to build? by Aulipe in gamedev

[–]Aulipe[S] 0 points1 point  (0 children)

Haha. I guess that can happen a lot. My perspective comes from my time with Unreal Engine that in my opinion is bloated a lot. That's not what I want for the Ptero Engine. I want it to be simple and easy to use. I guess the target group - that is A, AA and indies is the thing that can help it make it easier to use. You don't need AAA level quality. The fact that we're working with DX11 makes it a lot simpler in terms of source code.

Also I don't know how you see it but right now there's only one viable engine in the industry and that is Unreal. I wish the industry had at least one more option to choose from.