We currently ship on Windows, but everything is written such that other platforms can be supported in the future. (Engine itself obviously runs on many platforms already)
12 devs for two years is a total of $8640... that's dirt cheap. You're already paying royalties to steam, skipping engine royalties could really pay off.
Is Marmoset free yet? :poly124: Just having a bit of fun with you. Marmoset is awesome. The other engines are definitely not free. Maybe free under limited conditions. There is nothing stopping Autodesk from doing something similar in the future. Who knows. Not my call. Either way, the reality is that software development…
So even in the non-C++ version of the engine it's possible to add in new render targets and configure what they do, or render some things in a forward pass and others in a deferred pass?
When I first heard about this, I had no interest at all. But that actually looks really interesting. They even took a cue from Unreal Engine and implemented native visual scripting.
AD gave us a demo about it and it looked quite nice. good things: * integrates well with AD products, including realtime updates, and viewport integration. That's the major selling point here * possibly free or indie version available (?) They said they're aware of Unity's and UE4 pricing models. Antyhing else would doom…
Hi ShaderFX How is the pre viz for film side of development going? This was what I was thinking your engine could be really good for? http://www.dailymotion.com/video/x1ynvf4_the-third-floor-digital-previs-short-demo-reel_shortfilms
Yes it still is entirely data-oriented and it is what made me really love the engine. Iteration time with the engine is super fast. Most things are entirely controlled via JSON text files (levels, unit, all shader nodes etc etc). So you can change just about anything in those text files and then press F5 and everything…
The new Warhammer End Times, Vermintide (which is a lot of fun btw) seems to be using Stingray and looks really good. Pretty long loading times tho even on a SSD but their maps are pretty huge to be fair. Gotta test the engine myself still
After 15 years Maya's Art to Engine is finally at version 1.0! :) After Project Skyline I was really hoping that this kind of iteration marriage between asset creation and game dev was going to be realized for the Unreal Engine instead. HIK code for students would also be a major winner. custom logic for terrain, ai,…