CryTek For Free: CryEngine 3 SDK and Editor 121
Samfer writes with this excerpt from Operation Reality Gaming:
"[...] sometime this summer, likely around August, we will see the appearance online of both a Crysis 2 editor and a CryEngine 3 SDK (software development kit). This not only means that people will be able to make full blown new levels for Crysis 2 but that the CryEngine 3 will also be made publicly available for the development of non-commercial projects to the community at large. To quote, 'This will be a complete version of our engine, including C++ code access, our content exporters (including our LiveCreate real-time pipeline), shader code, game sample code from Crysis 2, script samples, new improved Flowgraph and a whole host of great asset examples, which will allow teams to build complete games from scratch for PC.'"
Bravo (Score:4, Insightful)
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I suspect it's more than that, it makes commercial sense. Getting tools to developers at low or no cost is likely to get them using your tools, which later may become a commercial product. If you are a developer you can pick their engine to use for development, only when you've a semi-complete project do you have to worry about licensing for commercial access. This has been happening in the non-game world for quite some time e.g. developer access to Oracle database products which are expensive to license, a
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Giving the engine for free is a massive swing to what I believe is the future of gaming.
The "future" of gaming is content, not the engine. The content can be locked up even if the engine is open. Also considering the miss to hit ratio of community mods game publishers have little to worry.
I think you're exactly right about content vs. engine. While this is a move in the right direction by Crytek, it would be even better if they released it as Free or Open Source software. They're already planning to make the source available to anyone, so it seems they're not trying to hide anything. If they released it under a copyleft license, they wouldn't even have to worry that much about competitors gaining an unfair advantage, since improvements couldn't be made proprietary.
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UnrealTournament was the first game with official MOD support. But people where modding quake long before that, and doom before that, and I don't know what before that but I can assure you, if the first game you encounter with MODs is Fallout 3, then you where missing out on a lot!
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I'm not sure how you define "official mod support", but as I define it, Quake and Unreal both had official mod support. Tools and sources were released by the developer for the express purpose of letting people create mods, and the games had hooks or commands that directly facilitated modding and running mods (and really would have served no other purpose, otherwise).
I would say Doom and Wolf3D did not have official mod support because of the workarounds and nature of the tools required to run mods for thos
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I wasn't necessarily trying to claim Quake was first, just that by no means was UT first (Unreal being the most obvious example to me, considering it was made by the same developer and had extremely similar mod support, i.e. I'm almost certain the original Unreal also supported "mutators").
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Go tell that to the Team Fortress guys...
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I couldn't remember if that stuff was user-created or released by 3D Realms.
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Bungie put out offical tools before UT (Score:2)
I say this as an Epic fanboi (Except for cliffyB.. he's a smacktard because he says dumb things)..
Myth (by Bungie before they turned evil^H^H^H^Hinto a M$/console tool) came out with their map/tag tools, I know it shipped with Myth 2 (1998), but I was pretty sure it was available for Myth 1 as well at some point, and there ended up being some pretty sweet mods for Myth 1 & 2.
Actually, going back and poking some more, Marathon even had an official toolset released and map contest.. [bungie.org] (circa 96)...
I really
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I STILL remember reading Jeff Green's editorial at the back of CGW the month that merger was announced. His closing statement:
"Ladies and gentlemen, Han Solo has joined the Empire."
Nnnnnnnnnooooooooooo!!! :(
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Are you a kid or did you not have a computer for the past 20 years?
CounterStrike started as a mod, the whole game.
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This is not official Mod support. There is no way to get Crysis 2 servers to run code written with the SDK (server exe's aren't available and all Crysis 2 files are encrypted).They will release a map editor for Crysis 2, but that in itself is not enough to create mods.
As it stands Crysis 2 will have no real modding.
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Fallout 3? Seriously? Did you start playing games in 2010?
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Did you actually read his post? He said *IF* the first mod you ever ran across was for Fallout 3, *THEN* you missed out on a lot, UT, Quake, Doom, etc...
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No... *YOU* missed the original post... the quote you are including is the first *REPLY* to that post slamming *THE* original poster for his lack *OF* experience.
Get off my lawn... I was modding Pong in the 70s!
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Slashdot. The only place where "I've played video games more than you!" is bragging, not a cry for help.
Well, Slashdot and nearly every other forum on the Internet.
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Fallout 3 is the first game I came across that was fully supported by the community with mods, skins, and improved game play with patches to fix bugs.
You must be young.
I remember mods for Wolf3D and Doom. I remember rarely playing vanilla Quake because there were so very many great mods for it. So many in fact that Quake's gamer/developer community spawned a host of new game companies, most notably Valve.
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Giving the engine for free is a massive swing to what I believe is the future of gaming
And the future of 3D graphics benchmarking? ;)
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Yeah yeah right... (Score:2)
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This will be a complete version of our engine, including C++ code access, our content exporters (including our LiveCreate real-time pipeline), shader code, game sample code from Crysis 2, script samples, new improved Flowgraph and a whole host of great asset examples...
To me this smells like access to underlaying engine code, I could be wrong, though.
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No, the engine is shipped as a DLL, and you are free to call its methods. Still, you can go a looong way with just that. Only stuff like adding new data types to flownodes or adding new editors to Sandbox won't be possible.
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What that means is you can use C++ code yourself.
Take a look at things like the Unreal UDK. It's a really nice package for the Unreal Engine 3 which you can use to make games, but you can't write your games with native code or call native functions in libraries you may posses.
What they're saying here is that you have this sort of access.
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free if you make games and don't sell them. if you start to make money they want their cut which is fine.
it's ridiculous the places i see the unreal engine. iOS is the latest one but MS Kinect Adventures, Gears of War and Mass Effect all use the Unreal Engine
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...but under what license will the sourcecode be released?
It seems pretty clear that it will still be available only under proprietary licenses, but there will be no charge for non-commercial use.
Still does not come close to licensing UT3-engine (Score:5, Interesting)
The UT3 engine can currently also be used to sell commercial games: Up to the first 50k of sales, it's completely free for developers. After that, Epic will take 25% of the earnings.
The cool things is that this 50k only works for the share that people get -after- the app stores get their cut. Have a look at their site [udk.com] to see their licensing agreement.
Not related to Epic in any way; Just a happy 'customer', and hopefully a published indie developer in the near future.
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Epic didn't start out with that, the 'free' unreal 2 engine had a very explicit "You shall NOT create games!" in the license. The basic commercial engine license was 150k back then.
No hate for the unreal engine, I love it, I learned a lot from it. But just wanted to point that out.
Pointless (Score:1)
This is kind of pointless. You can release everything but if you don't have a license to release a commercial games for independent developers no indie developer is going to take the trouble of using your engine. To be a great engine you need to have widespread acceptance, for that you need studios to use your engine. For studios to use your engine you need to have the people walking in for interviews use it. For those to use it your forums and community need to be abuzz with help and praise for your engine
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Pointless? This is far from pointless. It lets the masses at large familiarize themselves with the engine which is very good for both them and for Crytek. It allows companies to try before they buy.
This is massive exposure. Just because you can't use this version to profit doesn't mean a whole lot.
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This is far better done through official modding support for Crysis 2 (this is not the same as releasing a development SDK, game code needs to be clearly separated and released with full source, the encryption of shaders/etc has to be opened up, it needs to have an infrastructure to check/upload/load custom code/content for mods etc. etc.). Modding lets people get up and running with content fast.
Really their current setup is the worst of all worlds ... an SDK which is hard to use for amateurs compared to a
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I wouldn't use it as an indie developer. And understanding a whole new engine, architecture, language, workflow is a huge investment that i would like to have the possibility of getting back in $$. Its a huge exposure yes, source level access to a big name engine is quite something but if you want people to use it you need to dangle the carrot in front of them to get them to become active members of the community. Less work for studios trying to work on the engine to train their staff if they have done indi
THANK YOU CryTek! (Score:1)
I'll add support in my map generator for your engine... :)
and i gnore the stupid comments here... some people here suck because they are paid by companies that suck to write comment that suck on websites that suck (slashdot)...
non-commercial (Score:1)
So not GPL nor APL nor BSD. Not interested.
Re:non-commercial (Score:4, Funny)
So not GPL nor APL nor BSD. Not interested.
The gaming world at large is devastated by this news.
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> The gaming world at large is devastated by this news.
And a good thing also.
But seriously, releasing things under non-Free licences seems to be very 90ies and while it's nice that they are making an effort, it's mis-guided, imo.
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But seriously, releasing things under non-Free licences seems to be very 90ies and while it's nice that they are making an effort, it's mis-guided, imo.
Equally seriously, what world are you living on? That sentence doesn't even slightly describe reality. If you hadn't mentioned APL and BSD in your previous post I'd assume your were Richard Stallman.
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Prepare to have your mind blown: you can open-source the majority of your game while still having a proprietary engine. You can let people re-use your code, just not theirs.
Oh shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii-
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No real use to the community, especially not in the sense that Carmack releasing the Q3 and other engines was.
What community is that? I expect the game-playing community will be quite happy with what comes from this. As will many in many of the game-making communities. The open source community may not get too much from this, but whoever said it was for them?
As for the stupid, rabid, open-source-or-die community which you represent perfectly, you can go die in your hole or irrelevance. Nobody cares about you.
Engine market gone? (Score:1)
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Ogre is not an engine, just a renderer. You still need input handling, audio, artifical intelligence (if you want bots) and more.
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It may not be a complete solution, but for rendering (which is one of the hardest pieces of the puzzle) it's surely good.
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Sure, those few generic classes for AI can be taken off the shelf. Is that among the things that CryEngine offers?
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I'm sorry but Ogre3D or any opensource engine doesn't come even CLOSE to UnrealEngine3 or Cryengine
Crappy stuff can be made with any of those. So can good stuff. I'm talking about erosion of market because major stuff is available in all engines for free. Open source engines are mostly missing fancy editors, since they work primarily with rendering.
Since you are obviously knowledgeable with all three systems, when you work with them, what major thing is missing from Ogre3D? What major thing do you think Unreal Engine 3 and CryEngine include that cannot easily be done with Ogre3D? Feel free to be subjecti
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Open source engines are mostly missing fancy editors, since they work primarily with rendering.
No, Ogre3D is a rendering engine, while CryEngine is a game engine that happens to have an industry-leading rendering engine implemented. You can easily add a fancy game engine with very much the same capabities of CryEngine3 (except for the rendering stuff) on top of Ogre3D. In fact, there's a rather good business opportunity there.
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Yes, but the artist can't do much when the technology doesn't support it. For example, I was pretty much blown away when I read what a wrinkle map does [crymod.com]. Ogre3D is nowhere near to supporting that detail in animations.
Thanks for the cookie ;)
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Interesting! Thanks for the info! I'm pretty sure if one sat for a while and thought about it, one could come up with a way to easily implement wrinkle maps with Ogre. On the other hand, there may be many such tricks in CryEngine.
In the end, it all comes down to this: how much of those tricks does one need for most games?
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I'm pretty sure if one sat for a while and thought about it, one could come up with a way to easily implement wrinkle maps with Ogre.
Yes, since Ogre is fully open source, you can implement everything that is technically possible. The question is just how much time you can invest. At some point it's just as easy to create a rendering engine from scratch.
On the other hand, there may be many such tricks in CryEngine.
There are a lot. You can find a brief overview at mycryengine.com [mycryengine.com]. The character stuff [mycryengine.com] is also very impressive.
In the end, it all comes down to this: how much of those tricks does one need for most games?
Yep, if you don't have a team of graphics and animation artists sitting at the office and working on characters all day for a year or more, you can't use most of those features an
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What game do you find compelling that uses 3D on mobile, and that its design depends on 3D and could not be done with 2D?
Have you actually seen the latest games for the latest smartphones/tablets?
Yes, but I have not seen any 3D game that makes me want to really play it. I find the 3D aspect interesting professionally, and from a technological perspective, but I don't find it adding entertainment value.
Yes I'm a 2D fan myself, I really like 2D platform games and adventure games and don't think 3D adds anything to it, but when I have to create a new game the customers expect 3D these days,
I disagree that customers demand 3D on mobile. In fact, I disagree that they demand it on desktop, for many game concepts. Despite what my personal tastes say about it, tons of people play stuff from casual vendors such as Big Fish Games especially from the "Hidden Object" category.
Does 3D add signifi
Re:Engine market gone? (Score:4, Informative)
You need very good artists (3D modelling, animation) to get anything out of CryEngine, except stomach ulcer for the programmers due to the complete undocumentedness of the code.
Regular characters in Crysis2 have 20+ animations running at the same time (breathing, walking, look IK, foot IK, etc), all blended with each other. That's not going to fly for an amateur project where the artist is happy to get a half-assed walk cycle going. For those, Ogre3D is much better with its full source available and very nice documentation, and much easier access due to not having every trick in the book and then some implemented.
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What a silly comment. You don't need any of that to use CryEngine. Sure you might not be making the most out of it but who cares really? You can still get a lot of handy features out of it.
I'm not understanding why people are constantly comparing Ogre3D with CryEngine. They're not the same thing. One is simply a Rendering Engine (Ogre3D) and one is a complete package that encompasses all aspects of gaming (CryEngine).
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What a silly comment. You don't need any of that to use CryEngine. Sure you might not be making the most out of it but who cares really?
If you're not using 90% of the features of the engine, why use it at all? I'd prefer using something that's easier to understand.
You can still get a lot of handy features out of it.
Yes, your development will still suffer, because the engine is so complicated as soon as you step one millimeter out of the Sandbox editor (I know what I'm talking about, I've been using CryEngine3 for a while now).
I'm not understanding why people are constantly comparing Ogre3D with CryEngine. They're not the same thing. One is simply a Rendering Engine (Ogre3D) and one is a complete package that encompasses all aspects of gaming (CryEngine).
Yes, I've made that distinction in another reply to this thread. Ogre3D comes with several aspects of a game engine, though, like animation/particles and user input (vi
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What a silly comment. You don't need any of that to use CryEngine. Sure you might not be making the most out of it but who cares really?
If you're not using 90% of the features of the engine, why use it at all? I'd prefer using something that's easier to understand.
That's right!
You can still get a lot of handy features out of it.
Yes, your development will still suffer, because the engine is so complicated as soon as you step one millimeter out of the Sandbox editor (I know what I'm talking about, I've been using CryEngine3 for a while now).
Nice to hear from someone that actually used the engine to confirm my suspicions :-)
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Also, you're forgetting by doing this, they are increasing the pool of persons that are familar with working on the engine.. in theory increasing the number of smaller startups..
Successful small companies become bigger companies.. == more games == more sales == more commission/shares for the Engine company.
It's a business move, and one I can agree with.
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Worst Engine Ever (Score:1)
Fantastic! Now everyone will learn how woeful this engine is to work with :)
Death of Tinkering (Score:1)
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I must have missed something, could you elaborate?
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Hype (Score:2)
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The problem with Crysis is that it's old by the time my hardware can handle it. It's rather interesting to see a company invest to make itself irrelevant.
Re:Its not opensource nor will it run Linux (Score:5, Funny)
When I'm promised goatse, I demand to see goatse.
Half the fun of clicking blindly on Slashdot links is knowing that goatse could pop up at any time. When all I get is a broken image, it's like the sacred oath between troll and victim has been broken.
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Let me warm up my beowulf cluster.
...Right after I finish getting these grits out of Natalie Portman's maternity pants.
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p.s. Get Off My Lawn, I've been playing Crysis 2 on my Regan-era iPaq since last year in glorious 16-shade greyscale LCD.
Call me when they port over Quake 3 to the Apple Newton like John Carmack promised at Quakecon 2001. He must be too busy porting Rage to the iPhone still.
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The first time I read it it seemed like they were giving away the engine source, due to the line "including C++ code access", the emphasis on "complete version of our engine", and the fact that they mention the "sample game code" as a separate bullet point, but the more I read it and think about it the less likely that seems.
I'm starting to think the emphasis was given due to the fact that you can download and use this SDK and engine without purchasing a Crysis 2 license (which is actually very uncommon and
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I bet he feels dumb for posting this article now, eh?
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Enjoy Norton Antivirus because that's the best you'll ever get on your crap platform.
Linux gamer here, playing Portal 2, Wesnoth, Trine, Minecraft, Spiral Knights.... don't mind me, just chilling with my penguin.
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