RenderWare is so cool!
RWB
Icrontian
We began working on RenderWare today, our school is the first and only school to teach this program. And what a hell of a program it is!
For only a small price of $300,000 this is a basic mockup of an engine, built for you so you can cut production costs in the end, save you about a year of work in coding and more time for the artist. It's like you play the game, and work on it at the same time. You just start off with MAX, build a beginning to a world, drop it into Render Ware, open up the game screen, and while yo work on stuff in MAX and export them out for RW, you can literally drag and drop the objects into your Game Screen. Building the world while playing it in a way. We even have exporters for RW for PS2, XBOX, PC with OpenGL and DirectX9 support.
It is easier to build a game these days than ever before. The coders build the code for finishing the Engine, which RenderWare provides as "MiddleWare". You build the "static world", and dynamic objects, such as doors, locks, phones, sound effects, whatever. Then pop the code onto the object that a coder made, and BAM you could have a doorway that opens when you unlock it, or a lightswitch, whatever.
So far it is reminding me of "Director" but _WAY_ more advanced. By the end of the month me and my team will have a working "game". We have a space station style "walker" planned, if we have the time(or I should say "if I have the time" since I am sure I'll be the main guy working on this project) I'll try to get it to work better as a 3D Shooter, but we don't have Networking and Artificial Intellegence Modules for RenderWare unfortunatly, so the most I can really do is to be able to shoot at objects.
Dunno yet if I'll be able to distribute it. Time to start learning C so I can build other stuff for RenderWare.
For only a small price of $300,000 this is a basic mockup of an engine, built for you so you can cut production costs in the end, save you about a year of work in coding and more time for the artist. It's like you play the game, and work on it at the same time. You just start off with MAX, build a beginning to a world, drop it into Render Ware, open up the game screen, and while yo work on stuff in MAX and export them out for RW, you can literally drag and drop the objects into your Game Screen. Building the world while playing it in a way. We even have exporters for RW for PS2, XBOX, PC with OpenGL and DirectX9 support.
It is easier to build a game these days than ever before. The coders build the code for finishing the Engine, which RenderWare provides as "MiddleWare". You build the "static world", and dynamic objects, such as doors, locks, phones, sound effects, whatever. Then pop the code onto the object that a coder made, and BAM you could have a doorway that opens when you unlock it, or a lightswitch, whatever.
So far it is reminding me of "Director" but _WAY_ more advanced. By the end of the month me and my team will have a working "game". We have a space station style "walker" planned, if we have the time(or I should say "if I have the time" since I am sure I'll be the main guy working on this project) I'll try to get it to work better as a 3D Shooter, but we don't have Networking and Artificial Intellegence Modules for RenderWare unfortunatly, so the most I can really do is to be able to shoot at objects.
Dunno yet if I'll be able to distribute it. Time to start learning C so I can build other stuff for RenderWare.
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Comments
Dexter...
Probably not except for an educational tool to people. Companies generally create their own engines or rehash other known to work engines (Such as Quake 3 or Half-Life which is essentially Quake 2) to get ahead of the game.
Promising for games development...
~Cyrix
EA bought it recently from I think Criteria or they bought Criteria and own RW now.... EA has been using it in many games already, but now that they own it, I am sure they will use it alot more, and so will many other game companies on a time budget(which is all of them).
I can't remember the game company, but we watched a short video of like 15 minutes or so showing them building a game in it. Pretty must a WYSIWYG type of thing, but the pro's will of course alter the code to make it better for their stuff.
Some people, unlike the makers of DOOM, don't have a whole lifetime of delay's that they can deal with, so they buy stuff like this.
It is just such an awsome program, I wish I had the money to buy this bad boy. Then again, I may start my own Game Company one day, so... we'll see......