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28730: Re: [MUD-Dev] size
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From: "Sheela Caur'Lir" <dstgasey@webhiker.dk>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 4 Oct 2003 15:15:17 +0200
References: [1] [2] <-newest
Organization: Kanga.Nu
<EdNote: Top level attribution fixed>
Bruce Mitchener wrote:
> Bo Zimmerman wrote:
>> From: Amanda Walker
>>> If you're not paying license fees for your back story or
>>> setting, don't need to use absolutely every feature of the
>>> latest Video Force Turbo 9000 video card, etc., why roll your
>>> own engine?
>> Because you can do it better, faster, smarter. Because the
>> legacy engine is flat and difficult to extend. Because you have
>> new ideas that don't fit the legacy engine.
> This sounds like a lot of generalization.
> What're you doing that doesn't fit into a 'legacy' engine? Why is
> any engine that is currently available a 'legacy' engine? Which
> modern engines have you looked at or considered licensing (either
> open source licensing or commercial licensing)? How were they
> lacking?
Mostly because technology have moved so fast recently, that you may
not attract players a year from now, with an engine of yesterday.
-However-
Rubies of Eventide is based on the Lithtech engine (www.lithtech.com
for those who are curious about it) and that is an MMOG .. graphical
offcourse. In fact - Quite a few games have the Lithtech engine as
their base and not only MMOG's either. It's somewhat expensive
though.
So it can be done.
And I think it will happen more and more, that games, even the big
ones, will be based on a licenced engine, so the developers can
concentrate no game content to a larger degree.
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