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Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

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Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#51
post #45
post #15

Earlier quoted context omitted.

> Another fully open-source 3D engine is no bad thing. Small correction; it is not open source: https://aws.amazon.com/lumberyard/faq/#Licensing

I think your definition of open source is flawed.

Their own FAQ answer to “Is Lumberyard open source?” starts with “No.”

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#52
post #17

The wording is rather strange. >free AAA game engine Doesn't being called that require that there are AAA games developed with it? According to wikipedia, "In the video game industry, AAA (pronounced "triple A") or Triple-A is a classification term used for games with the highest development budgets and levels of promotion or the highest ratings by a consensus of professional reviewers." So if it's an engine for game…

Devils advocate: An argument could me made that this is a AAA grade engine, referring to it's capabilities not customers. Much like the US Army doesn't necessarily buy all clothing labeled 'Military Spec' or 'Tactical' etc

"Tactical" label is mostly empty fluff, "milspec" means it meets a published military specification -- which, absent specifying which specification, is also fluff.

So, if the point of your analogy is that this use of the AAA label is empty fluff, then, mission accomplished.

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#53

I wonder why Amazon is going after game developers, as the gaming industry looks like a crowded and low-margin market. Not to mention the free to try and mature tools that developers already have (Unity, Unreal Engine, etc.)

The cloud service offerings. They can make a killing off of hosting the game servers and backend APIs.

wouldn't it make more sense to focus on AWS offerings for Unity3D/Unreal Engine instead?

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#54
post #36

I got pretty excited and rushed through the article trying to clarify what engine and language it is based on. Got a little bleak when I saw CryEngine and C++. As someone who uses C# and Java it's becoming pretty clear I need to start learning C++ if I want to explore game dev. I realize Unity uses C# but when I compare UE, Unity and CryEngine it really feels like Unity still has a long way to go. The features you ge…

Five years ago using C# for a serious game would get you laughed at. But every day the balance shifts: computers get faster, but developers don't get smarter, so a language that sacrifices performance for ease of development becomes a better choice. If you're looking to the future I'd recommend sticking with C#.

isnt the main problem with C#, Java and similars the garbage collector? which can at its worst kick in while you're in the middle of a fight or something. Even if its just 20ms, in a online FPS it potentially makes the difference between winning and loosing it.

edit: I am a Java guy myself, and would like to do some amateur gamedev in that direction (online FPS), but im worried about above mentioned point.

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#55
post #15

Earlier quoted context omitted.

> Another fully open-source 3D engine is no bad thing. Small correction; it is not open source: https://aws.amazon.com/lumberyard/faq/#Licensing

It is open source, but it's not FOSS.

That's a contradiction "FOSS" encompasses the software which meets the (nearly-equivalent in practical application) FSF Free Software definition and/or OSI Open Source definition.

If it is open source software (which this is emphatically and expressly not), it is FOSS.

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#56
post #31

Earlier quoted context omitted.

I spent some time going through tutorials for different game engines, UE, Unity, Chaos and researching others, it became pretty clear that C++ the most pervasive and valuable across them, which is probably obvious to some of the more involved players in that space.

I think it's become something of a chicken and egg problem. All the hard-core game developers moved up from assembly to C, then introduced bits of C++ in the late 90s. All the books and tutorials end up getting written in C++ (or C with classes...). APIs get written in C/C++. More people learn C++ because its what the game devs do, and it's harder to find resources on learning how to do it in any other language. It's…

"if you're developing a fast-twitch action game or shooter - a GC pause might drop enough frames to matter there, but for most games, Java or C# should be fine."

Are most games adventure, puzzle solving, or turn-based?

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#57
post #36

Earlier quoted context omitted.

Five years ago using C# for a serious game would get you laughed at. But every day the balance shifts: computers get faster, but developers don't get smarter, so a language that sacrifices performance for ease of development becomes a better choice. If you're looking to the future I'd recommend sticking with C#.

isnt the main problem with C#, Java and similars the garbage collector? which can at its worst kick in while you're in the middle of a fight or something. Even if its just 20ms, in a online FPS it potentially makes the difference between winning and loosing it. edit: I am a Java guy myself, and would like to do some amateur gamedev in that direction (online FPS), but im worried about above mentioned point.

True as far as it goes. Modern GC can mostly be done concurrently (it's only heap compaction that requires stopping the world). Fully pauseless GC is very much possible (see e.g. Azul C4), as are e.g. architectures involving multiple short-lived processes with individual heaps. Even without that, it's often possible to do a relatively small amount of manual work to do the things that require pausing only at appropriate times.

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#58
post #36

I got pretty excited and rushed through the article trying to clarify what engine and language it is based on. Got a little bleak when I saw CryEngine and C++. As someone who uses C# and Java it's becoming pretty clear I need to start learning C++ if I want to explore game dev. I realize Unity uses C# but when I compare UE, Unity and CryEngine it really feels like Unity still has a long way to go. The features you ge…

Five years ago using C# for a serious game would get you laughed at. But every day the balance shifts: computers get faster, but developers don't get smarter, so a language that sacrifices performance for ease of development becomes a better choice. If you're looking to the future I'd recommend sticking with C#.

"computers get faster"

Not everywhere. Phones, tablets and older or low end laptops are very popular.

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#59

Earlier quoted context omitted.

Yea, which is a shame for them, as lots of the smaller shops starting out and actually deciding which game engine to use are likely to be starting with something like Blender. I don't even think 3DS Max exists anymore? Isn't it just Maya now?

3DS Max definitely exists. Autodesk is still supporting them, and not as a 'oh this is just an auxiliary side project'. The breakdown (oversimplified) is Maya is more for complicated models used in animation/CGI (MEL scripting is their 'killer' tool that puts it ahead of Max), while things like architectural and game models are mostly done in 3DS Max (but theres a lot of overlay between the two, i.e., I've seen tons…

Hmm, interesting question whether the exporter supports Maya LT. I'd guess it does, and it's cheap (ish).

Re: Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

#60
post #14

Earlier quoted context omitted.

Shame about the 3D format supports. :(

Yea, which is a shame for them, as lots of the smaller shops starting out and actually deciding which game engine to use are likely to be starting with something like Blender. I don't even think 3DS Max exists anymore? Isn't it just Maya now?

Yup, Max still exists. I have it open on my desktop right now :)
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