Quote: "I'd like to see it."
I am Flattered.
These days though I am always around and about most of the time I am not so active and comment very little. I tend to think I am done and dusted and there are many esteemed users with such knowledge and good sense that my rantings are not needed. However cant help but chip in occasionally, sorry.
Quote: "If you guys nail lighting then you've nailed the key to photorealism"
We really need to have default indoor support to see how the lighting pans out - out of the box across a variety of environments though we can get a feel for what we have in the Great outdoors of what we have. Personally I feel that currently we have shadows much like we have terrain, water, AI and everything else but it all falls short of what I again personally think it should be and that includes the General and overall environment visual quality. We still have things like very repetitive tiling and jaggies on terrain and entities and textures and so on out of the box. All I presume to save on Memory Performance. Anti Aliasing for example had been better. Then we have the terrain sliders that hide or display detail when hiding the detail is not really an option - we don't want to hide detail and quality - again forced on us in order to save mem and fps for those who have low end systems or even perhaps high end ones? Enough of that as there's so much more and I must keep this short but general point made. Back On Lighting topic - most indie game engines I have ever used have decent lighting unless they are so low end they are off the scale. Not sure why we needed or need fancy named lighting techniques - technologies and names mean little to end users - they just want decent basic lighting to start and some light variation types. Currently Reloaded lighting/shadows to me are not really anything to shout about - they look very basic, hard and my shadows on terrain at least are still full of light poly lines at distance and dark poly lines in the light areas. One could say well it don't matter no one really looks at the distance. I do - and it look s awful and my eye cant fail to be drawn to bad things whereas we take the good things for granted and quite rightly so. Bad and or poorly implemented things kill anything good dead. Again enough said. Collision mentioned is a fine example. Your game can be as good as any ever made but if poor collision kills the gameplay and player when he falls through the terrain, rocks or gets stuck in ploygons and cant get out or similar then your users wont remember how great the rest of your game was but the bad things they will remember. Better physics features to allow more gameplay scenarios and so on I guess will come as they are added if the engine can sustain them.
Reloaded is a great tool and like classic a great concept for people who want to make a game of sorts, no question about that but it potentially could have been more and or even less so have to be grateful for what it is.
Quote: "When we see poor performance in Reloaded running on strong hardware, we can't help but to question if history is repeating itself"
Quote: "I tend to agree with the sentiment, but I feel like Reloaded's path is sort of malleable and it's better to air concerns earlier rather than later as there are less things to code around or to break."
As to my earlier aforementioned longer post. Well some of the above and more may have been referred to which is why I deleted it as it would still be an open half written book.....
In all honesty - its all been said before, many, many times over dozens of years by all of us and many more wide ranging indie engine users and we all continually repeat ourselves endlessly in a never ending attempt and plea to influence the outcome of the dream of being a game maker....
Truth is as said as far as developing a Game is concerned, developing the engine part may be rocket science for TGC and I am sure it is - but for end user game makers and end game players leaving aside the obvious skills, effort and so on required to actually use your tools and turn your ideas into reality which in itself is something needing approaching Rocket Scientist effort and skills too...
The actual understanding of whats needed by indie game makers from an engine itself is not anything like Rocket Science at all. We all know what is needed and that includes TGC unless they are immune and can't see the trees for the wood....which is unlikely to be the case though other things have a say in how Reloaded is shaped I am sure. i.e. its not what you want but what you can have. This even though they ask for feedback, listen and do what they can to accommodate it. I presume if they could do it any other way they would.
At the end of the day sometime down the road in hindsight we may know if things done were a good or bad idea at which time it may be too late to change any outcome or you will all be celebrating.
At the risk of repeating the same thing "Again" things have been said "Early On" and "Concerns Aird" and endlessly for decades so the knowledge of what indies need is well documented and known by them having lived it and experienced the trials and tribulations of indie game making for a very long time.
I've gotta give this all a rest.
And by the way no this was not the earlier long post at all but a separate short long one.
Have fun.
System : Advent Windows 7 Home Premium 64bit. Intel(R). i5-2310 CPU @ 2.90GHz. 8.00 GB RAM DDR3. Storage : 1389 GB : 1088 GB Free (1389 GB Total). Graphics : NVIDIA GeForce GT 530. Total Available Graphics Memory : 4095 MB. Dedicated : 1024 MB. Shared : 3071 MB. Direct X10