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| 22 NOV 2002 at 2:13pm |
Steve IncePrivate Detective


Posts : 571 Joined: 7 NOV 2002
Status : Offline | Revolution is using Renderware for the graphical engine. Our artists use Maya and export to the engine using renderware and some of our own plugins. The implementation is done through our own tools which have been developed over a number of years and games. The logic engine and other modules are written using C++.
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| 22 NOV 2002 at 9:51pm |
MaciekIntergalactic Janitor


Posts : 78 Joined: 14 OCT 2002
Status : Online | Currently we are using VisualC++ because this is what the engine requires. I had thought about moving to Metroweks Codewarrior, but it's no longer an option.
Artists use 3ds max and Maya, with Paint Shop Pro as the main graphics editor (we could buy 5 of them for the price of one Photoshop). Sonic Foundry's Sound Forge is used for sound effects with some DirectX plugins.
As far as odd languages are concerned Schizm and Reah used quite odd Forth-like scripting language which used Reverse Polish Notation.
Maciej Miasik&&[url]www.detalion.com[/url]
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| 22 NOV 2002 at 10:02pm |
Agustín CordesGuild Master


Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires
Status : Offline | ...or MGL? Developed by a great company you might add
Use odd languages like Pascal Pascal is odd? It's more straightforward than C++! I don't think it's suitable for games, though.
To me, for first person games with static scenes, nothing beats using a tool like Macromedia Director except if you must do some very complex algorithms.
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| 22 NOV 2002 at 10:20pm |
MichalNGrand Inquisitor


Posts : 7058 Joined: 14 SEP 2003
Status : Online | Originally Posted By Rael (22 NOV 2002 10:01pm) Developed by a great company you might add Yeah You know, the first Quake almost used MGL - but in the end id dropped it because 3Dfx wasn't very cooperative.
Pascal is odd? It's more straightforward than C++! I don't think it's suitable for games, though. Well... Pascal just doesn't seem to be used much for real world programming. Probably because there aren't many good compilers (that is, there's one).
Of course, like Maciek mentioned, scripting languages used in games tend to be homegrown and geared towards that specific engine.
To me, for first person games with static scenes, nothing beats using a tool like Macromedia Director except if you must do some very complex algorithms. But slideshows are boring
I forgot my sig.
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| 1 DEC 2002 at 12:39am |
ratracerIntergalactic Janitor


Posts : 41 Joined: 21 OCT 2002
Status : Online | I'm an amateur game developer, so I go for the freeware stuff. I use AGS, and I'm not the only one here to use it...
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| 1 DEC 2002 at 4:03pm |
Erwin_BrPrivate Detective


Posts : 455 Joined: 7 NOV 2002
Status : Offline | Bad Timing is being scripted/programmed in SLUDGE...
--Erwin
[url=http://justadventure.com/IndependentDevs/BadTiming/index.html][img]http://erbserv.emptyhouse.net/public/images/bt-forumbanner.gif[/img][/url]
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| 8 JAN 2003 at 10:17am |
jannar85Intergalactic Janitor


Posts : 80 Joined: 20 OCT 2002
Status : Online | We use an IDE programmed in c++, by Chris Jones, named AGS. I'm feeling to have a much less status, than you, big companies - since you're using your own programmed engines, however, I'm not.
Our artists use Flash, Adobe Streamline, and Adobe Photoshop as far as I know. I'm not sure if they're using a few more.
We're thinking of supporting Roger Foodbelly on a Linux platform as well, but currently, only Windows.
We'll wait and see how it goes.
Regards,&&[i][b]Atle Ragnar Jarnćs Lerřy[/i] | [i]Game Developer[/i][/b]&&&&[url=http://rogerfoodbelly.blogspot.com/]Something is coming...[/url]
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| 11 JAN 2003 at 10:02pm |
gremlinIntergalactic Janitor


Posts : 20 Joined: 11 JAN 2003
Status : Online | I must admit to not being a current developer, but when I was, a few years ago, we used VisualC++ (just the IDE & compiler, not the GUI libraries), and DirectX libraries for the engine, and Lightwave and 3DStudio Max for the modeling and texturing, and Paint Shop Pro for graphics touch up (Mostly because it is cheap and easy to use).
For some games we also had to use a proprietary graphics engine & track editor written in Intel Assembly language (ugh!!).
Mind you, when I started out in 1996, we were also using an Amiga for some of the graphics work.
And I have also used (and am still using for some things) Macromedia Director for development of certain stuff. (Especially prototypes and showreels)
Ta-ra, The Gremlin
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