Which engine have you worked with in the past that you wish you could develop for from here on out? I know every engine has its problems but lets keep this thread positive. It doesn't have to be a major player (Unreal, id, Source). To be honest I'd like to hear more about the non-major engines out there that were fun to…
Would have to be the current engine i'm working on now, Marmoset. One of the biggest reasons being the great guys we have here, who are always eager to add to, and improve workflows and understand that a couple days of thier time to improve the art tools will help out immensely in the grand scheme of things. From our…
I second mario's comment (since I worked on the same engine) it's cool to be able to edit stuff on the fly and see it updated directly in the editor/game without sucky compilation or gay packages that said, I looooove unreal engine 2 and 3, HL was a pain in the ass to map for, Aurora (neverwinter nights) was cool, but only…
I've worked with: Gamebryo (the Oblivion flavor and the Daoc/mythic flavor) Infernal (before the current tools though) The Titan Quest engine Torque Tony Hawk engine And a few proprietary ones. The TH engine (not even sure it has a proper name) was definitely my favorite. Not only was exporting and updating a single button…
Unreal Engine 3, if not because it's the only major engine I've had experience with so far. The material system, importing and exporting... it just works so well. I do wish there was an option to be able to right-click a static mesh to re-import it in place like you can do with textures, however. Beyond that, no…
Well since I've only made content for Doom1-Quake3 and engines based off of those, I'll make my choice based from a player's perspective: UE2. Hands down. It looks great, with nice understated effects and for the love of god doesn't look like a big shrinkwrapped embossed eyesore like nearly every post Doom3 engine made. It…
[ QUOTE ] The TH engine (not even sure it has a proper name) was definitely my favorite. Not only was exporting and updating a single button press away, but adding the character to the game to begin with as an entity was a line copy+paste away. You could also make any character entry the main character, so you can run it…
Quake 3, hands down. I haven't worked with Doom 3's engine much, so I can't say a whole lot about it in regards to likes and dislikes. It's been roughly the same working with it as Quake 3, but since I don't do this for a living it's kind of hard to put Doom 3 up there. Anyway, I like Quake 3 because the art pipeline is…
kat: You should love the ETQW engine then - non-flakey editor, tons more editing options, better model support... I love it! And it'll only get better - we have an in-house tools guy who is also a level designer, so he knows exactly what tools people need, and he takes requests for features and implements them in no time…