Very happy with the engine

Post » Wed Mar 09, 2011 2:04 am

Despite making various suggestions and a few minor criticisms, I think the Creation Engine is spectacular, and is definitely a vast improvement over the aging Gamebryo Engine. It has definitely given Bethesda's artists some new tools to "go crazy" with, and it's paying off. I can't wait to see more.
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KRistina Karlsson
 
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Post » Wed Mar 09, 2011 9:19 am

definitely a vast improvement over the dead Gamebryo Engine.

Fixed.
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Reven Lord
 
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Post » Wed Mar 09, 2011 10:09 am

I'll wait till they release the game, no matter what they are trying to sell as a *new engine* its still based of the Gamebryo and still has the same limits, but again last I checked all gamebryo was is the renderer not the physics engine, not the animation engine, it doesnt dictate weather conditions or a multitude of other features.


correct me if im wrong.
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Lovingly
 
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Post » Wed Mar 09, 2011 10:19 am

The Creation Engine is technically a heavily-upgraded version of Gamebyro. However, the changes and the overhaul of Gamebyro were so extensive that it might as well be a "new" engine.

Yes, faces look a lot better. For some odd reason, that always seemed to be a element BGS has struggled with for the longest time. Skyrim is definitely reversing that trend though.
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GabiiE Liiziiouz
 
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Post » Wed Mar 09, 2011 7:10 am

I'm insanely happy with the quality of the faces! Facial features can either turn me too or away from a game. I understand Oblivion was a few years ago but Fallout 3 was the same tIke and the faces in Oblivion were TERRIBLE!


Boo. Theyre awesome. Just give us more facial hair in V and I'll be a happy girl.
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Steph
 
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Post » Wed Mar 09, 2011 6:29 am

The Creation Engine is technically a heavily-upgraded version of Gamebyro. However, the changes and the overhaul of Gamebyro were so extensive that it might as well be a "new" engine.

Yup. This is exactly what it says in technology article at Game Informer.
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Fiori Pra
 
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Post » Wed Mar 09, 2011 5:37 am

The new engine is not the old gamebryo upgraded

It is a new engine designed to function like gamebryo and will likely have developer tools like the ones for gamebryo. That is a massive difference.

To clarify, it is more work to "piece together" code from an old engine then it is to just write a new engine from scratch. So yes, it is a brand new engine; but it is designed to function in a similar manner to gamebryo... just not as buggy, limited and unoptimized.

I'll wait till they release the game, no matter what they are trying to sell as a *new engine* its still based of the Gamebryo and still has the same limits, but again last I checked all gamebryo was is the renderer not the physics engine, not the animation engine, it doesnt dictate weather conditions or a multitude of other features.


correct me if im wrong.


Wrong again, stop spreading lies and misconceptions. Correction is posted above.


anology: It's like building a sculpture only to wind up with a crappy warped visual product.. but you liked the basic idea of it, so you designed a second sculpture from ground up with what you originally had in mind for the first one, but you utilize your foresight to make the new one better and more stable than the previous sculpture.
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Gen Daley
 
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Post » Wed Mar 09, 2011 10:20 am

I'm insanely happy with the quality of the faces! Facial features can either turn me too or away from a game. I understand Oblivion was a few years ago but Fallout 3 was the same tIke and the faces in Oblivion were TERRIBLE! This game is looking up and the norms don't look very long faced as they used to which I'm liking alot? Do you like the way these human features are going? Also, is this a new engine?


Sooo totally psyched for this game!

I can't wait for the creation kit. Gonna be mental.
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Lloyd Muldowney
 
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Post » Wed Mar 09, 2011 1:20 am

The new engine is not the old gamebryo upgraded

It is a new engine designed to function like gamebryo and will likely have developer tools like the ones for gamebryo. That is a massive difference.


To clarify, it is more work to "piece together" code from an old engine then it is to just write a new engine from scratch. So yes, it is a brand new engine; but it is designed to function in a similar manner to gamebryo... just not as buggy, limited and unoptimized.

It is Gamebyro "extensively" upgraded. BGS did not start from scratch with their engine. They merely took the old one and overhauled almost every aspect for their own personal preference. Todd Howard has stated this. GI has stated this. The engine is still "new" as little of the Gamebyro engine is left, but its roots certainly came from Gamebyro.
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Ashley Campos
 
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Post » Wed Mar 09, 2011 1:02 am

I can't wait for the creation kit. Gonna be mental.

I don't think the creation kit will be that different. Todd has said that himself.

I hope things will go faster and easier and smoother with the creation kit though. Like some simple things like placing objects.

Have you looked at how good the Crysis editor is? It's really neat :P
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Tina Tupou
 
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Post » Wed Mar 09, 2011 6:49 am

It is Gamebyro "extensively" upgraded. BGS did not start from scratch with their engine. They merely took the old one and overhauled almost every aspect for their own personal preference. Todd Howard has stated this. GI has stated this. The engine is still "new" as little of the Gamebyro engine is left, but its roots certainly came from Gamebyro.


Wrong.

It is basically impossible to create an entire game engine from tidbits of another, generally what you'll be doing is re-writing the code from the previous one, correcting and changing lines as you go. It is designed to operate practically in a similar manner to gamebryo, and thus does not include many of the previous limitations and issues of the previous engine. Bethesda wants an engine that does what gamebryo does, but does it better. Obviously they are not going to make a game engine with a completely different layout and functionality because it would be hard for them to learn to use.

Bethesda's Creation Engine is to Bethesda's Gamebryo Engine what Valve's Source Engine is to Valve's GoldSource Engine. It is a new, upgraded engine designed to function like the old one but with many, many upgrades.
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ruCkii
 
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Post » Wed Mar 09, 2011 7:45 am

I just hope it doesn't suffer from the same limitations than the old one, and that all the bugs have been erased for good.


Knowing Bethesda, probably not. :< We will, however, buy the game all the same... -.- Thank god for community created patches when all else fails.
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Everardo Montano
 
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Post » Wed Mar 09, 2011 1:14 am

Bethesda's Creation Engine is to Bethesda's Gamebryo Engine what Valve's Source Engine is to Valve's GoldSource Engine. It is a new, upgraded engine designed to function like the old one but with many, many upgrades.

The Valve Source Engine still got code from QuakeWorld in it.
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Peetay
 
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Post » Wed Mar 09, 2011 9:39 am

Knowing Bethesda, probably not. :< We will, however, buy the game all the same... -.- Thank god for community created patches when all else fails.


The community did not patch the game engine they patched quest design and editor-side errors, neither of which have anything to do with the game engine.

The problem with (bethesdas) Gamebryo was that it's codework was stacked and cruddy. It had many issues with errors and memory leaks, and many of the visual features were tack-ons rather than hard-implemented.

The Valve Source Engine still got code from QuakeWorld in it.


Not in the sense you're referring to, and if it was left in there it's because there were no serious issues with it.

When they recompiled the engine obviously the "old" codework was framework that was still functional. At that point it doesn't matter when it was written or who wrote it, it's part of the new engine. Doesn't eman that the source engine is an upgraded quake engine... though GoldSource could be referred to as such (to some extent)

Saying the Creation Engine is an upgraded gamebryo leads to many misconceptions.
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Oceavision
 
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Post » Tue Mar 08, 2011 9:05 pm

I want to know that the people who say "it's the same gamebryo", what were they expecting?
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Enie van Bied
 
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Post » Wed Mar 09, 2011 2:34 am

The Valve Source Engine still got code from QuakeWorld in it.



agreed.


I'm not going to fall for the sales pitch, sorry but as far as I'm seeing, whats being said is, its reworked from the ground up, and modified that it resembles nothing like gamebryo to the extent that we might as well call it new, Im not saying its bugged or crap, or that its exactly like the old gamebryo. what Im saying is they should just say it as is and stop throwing sales pitch if the creation engine can do things the old gamebryo couldnt then state it instead of giving vague statements. and again last I understood Gamebryo was a renderer it didnt handle physics or the spell and combat system :/
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Neliel Kudoh
 
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Post » Wed Mar 09, 2011 6:51 am

Let the game make it out of the gate before breaking it down like that, or you'll only be disappointed.

What do you mean? If he complains about how awful he thinks it looks, and it actually turns out to be pretty good when it's released, he won't be disappointed but pleasantly surprised. :P
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Justin
 
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Post » Tue Mar 08, 2011 11:00 pm

*sigh*... The engine has nothing to do with the bugs or how good faces look.
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Dale Johnson
 
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Post » Wed Mar 09, 2011 9:44 am

I don't think the creation kit will be that different. Todd has said that himself.

I hope things will go faster and easier and smoother with the creation kit though. Like some simple things like placing objects.

Have you looked at how good the Crysis editor is? It's really neat :P

Nope, I just finished playing Crysis. I don't really intend to mod it though...its too linear.
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Laura
 
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Post » Wed Mar 09, 2011 11:27 am

*sigh*... The engine has nothing to do with the bugs or how good faces look.


Yes, those are mainly third party (or in-house) applications that are attached and linked to the game engine in a sense. It's nice that Bethesda has made their own speed-tree-esque program and (hopefully) had their own face generation setup.

But yeah

Quests =/= Game engine

Faces =/= Game engine

Items =/= Game engine

Animations =/= Game engine

Models =/= game engine

And so on an so fourth. Its somewhat of an abstract topic for anyone whos not a coder, but basically the engine is the platform on which all the games content is placed... The content is the play and the engine is the theater. The game engine in practicality will really only change the hardware performance and usage for the game, and with a newly coded engine it will give Bethesda an opportunity to include new exterior applications like Havok physics, their new speed-tree, and whatever face applciation they are using.. which is definitely good.

Gamebryo had very poor performance for it's detail of content, and a newer, cleaner engine may change that.
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DAVId MArtInez
 
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Post » Wed Mar 09, 2011 1:33 am

Crysis 1/wars editor was great i created alot of MP maps (including some SP missions) stick with those since Crysis 2 has yet to release it yet as far as i know..
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Emmie Cate
 
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Post » Wed Mar 09, 2011 2:25 am

Yes, those are mainly third party (or in-house) applications that are attached and linked to the game engine in a sense. It's nice that Bethesda has made their own speed-tree-esque program and (hopefully) had their own face generation setup.

But yeah

Quests =/= Game engine

Faces =/= Game engine

Items =/= Game engine

Animations =/= Game engine

Models =/= game engine

And so on an so fourth. Its somewhat of an abstract topic for anyone whos not a coder, but basically the engine is the platform on which all the games content is placed... The content is the play and the engine is the theater. The game engine in practicality will really only change the hardware performance of the game, and with a newly coded engine it will give Bethesda an opportunity to include new exterior applications like Havok physics, their new speed-tree, and whatever face applciation they are using.. which is definitely good.

Gamebryo had very poor performance for it's detail of content, and a newer, cleaner engine may change that.


http://en.wikipedia.org/wiki/Game_engine:
"The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph."

The engine itself has somewhat to do with faces, in terms of face animations. But how the faces actually look, their detail and such, has indeed absolutely nothing to do with the engine.
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emily grieve
 
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Post » Wed Mar 09, 2011 11:27 am

It may handle the rendering of faces, items, quests, etc.. but that has nothing to do with issues with those said items unless there are errors on the engine's part. The facegen faces in Oblivion looked bad because facegen in it's unmodified form was not suitable for the visuals of oblivion or maybe the default faces mesh wasn't good, there were bugs in the quests because the quests may have had scripting mistakes, the animations may have looked bad because the animator did not do a good job of making them look natural, and blending them together.

The engine only controls when things happen, and it processes all the content. Animations, models, faces, etc are all created in exterior programs, and are then brought into the game and the game engine handles the rendering and processing of those items. Like I said, The game is the play and the engine is the theater. The game is the show and the engine is the television. Engine is a word used correctly in it's literal form.
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Bambi
 
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