The unreal engine, or more specifically the Unreal Development Kit (UDK) is a very versatile and user friendly engine. There is a big community involved with it and it has great documentation and support for it. Furthermore, everyone can use the complete engine for free until a good amount of cash is earned with your product, i believe that is $50.000 I'm ...
Although usually questions like "what software is better" are off-topic, because the answer is almost always "try them all, and pick your favourite", I think this one could be an exception so I'll attempt to answer it.
From my experience, Godot does not have low performance on Linux. I have one of the cheapest laptops on the market, and run Arch Linux, and ...
It's a contract. You pay them what you owe them for a license to ship games using their software.
They will know how many copies you have sold because you will tell them how many copies you have sold when you are paying your licensing fees.
While the main source of information should be the developer's website, as indicated by @Josh, I would also suggest to take a look at CryDEV and look for information about this on the forum, where myself in the past I found several threads discussing about this.
EDIT: Ok, my bad, here's more: unlike Unity, for example, you can't just buy the license and ...
CryEngine V does not actually come with the default project and assets that came with its predecessors. As a result, you will need to download, and then import the assets into your current project. The SDK, itself, can also be run as its own project.
Downloading the SDK and other assets
Before you download the SDK, you first need to register them to your ...
The typical business model for companies that offer a tool for free, whether it is open-source or not, is that they sell support services for customers.
Crytek does not seem to deviate much from that by looking at their website.
Additional ways Crytek can be making money out of their free tool:
They have a 'pay what you want' feature
They might have a ...
DLLs can be packaged in an archive format (PAK, ZIP, BIN, etc) along with other game assets, extracted to a temporary directory on startup, and loaded from there - so have a look for the other supporting files that come with the game, and you're likely going to find a large one which is this archive file.
The primary advantage of this kind of approach is ...
Most of the documentation that you find on the internet can be used, but also a lot of parts of Cryengine became deprecated and shouldn't be used anymore.
One of the thing that you should get used to is the Entity System in Lumberyard, which I think is quite well done, and for this feature you can use Amazon Lumberyard's documentation which is quite well ...
In my previous experience, the CryENGINE sign up page has its flaws. In summary of this example, the best solution you have is to try accessing the site from a different web browser.
Further matters of housekeeping may improve your usability:
Clear the browsers cache.
Update your browser to the latest version.
Update your browsers Java plugin.
If all ...
"Server unreachable" is actually a poorly-worded error that appears to be associated with trying to log in with an unconfirmed account.
When you first create the account, Crytek will send you an email to confirm the account. Until you actually confirm the account, attempting to log in through the CryENGINE Launcher will give you the error "Server ...
Cryengine V starts as a blank slate unlike Cryengine 3. If you've downloaded the GameSDK from the marketplace you still have to create a project that include assets. I would "Add Existing" project and navigate to and select the GameSDK folder.
Make sure you installed GTK# and MonoDevelop.
I use CE5 with Visual Studio 2015 but not with C# but the docs said something about that.
I suggest you reffer to this document, it should fix your issues.
Have you installed VS2015 with Xamarin support?
Do you mean to open the console by lua script or execute a console command from lua?
As far as that goes, it would be hell of a workaround to run console commands by lua. It would be much easier to expose the c++ function that does the things you want (for example the function which the console command calls) to the lua engine and run it directly (refer to ...
It is not the "engines". You can do it with anything, even if you program your game hard-code.
First you need to learn "Procedurally-generated game content" and it isn't a new thing. Games before Elder Scrolls Arena games did that.
You can surely do that on demand (as the player explorer the level) but it will take a huge badass machine to not bottleneck ...
If Minecraft had the same capability, then Unity 5, Unreal 4, and Cryengine 3 have the same capabilities. You just have to learn how to make it in those engines. Just look up something like "voxel level unreal 4", "voxel level unity", or "voxel level cryengine 3". There is bound to be things written about it.
Those models look extremely detailed. If this was done with subdivision, it would not be too hard to step over the 65536 vertex limit (I'm guessing that the game could be using 16-bit vertex indices for these models).
It only takes a grid of 256x256 vertices to be right on the limit, 8 subdivision levels on a quad would go over it.
Figured it out... the internal face normals needed to be reversed. For anyone else with the same problem go to the "lighting" tab and deselect two sided lighting. Black surfaces indicate normals that have been reversed.
Yes, it's possible to do this. You can follow the documentation found under First Person Weapons. The definition of such an item would be created using information found in the Weapon System documentation. Overall, the steps are as follows:
Model a weapon/shovel through 3dsmax/maya.
Make animations for the item through 3dsmax/maya.
Export the item and ...
There is a some difference, you will need a very good artist to make it look better from the 8k/8k. It is better to use smaller textures merged using UV mapping.
If you are not a proffesional I'd stick with the smaller resolution. Epic games tries to create a product for the masses, and unless you know how to make a good lightmap it makes no sense to make ...
Often times textures are broken down int many different "maps", which provide different information about the object and how it should look. At the bare minimum, three colors are passed in, and the 4th component alpha may or may not be used. In addition to that, color maps that represent normals to be used when calculating specular highlights and/or bump ...