J. C. Lotter, the father of the Acknex engine, kindly took the time to answer our questions.
Q: Could
you name some of the big features that make the A6 engine better than A5?
A: Depends on the target system. A6 was developed for the new generation
of 3D cards with T&L and shader support. On nVidia GeForce or ATI Radeon cards
you'll notice that A6 runs faster than A5 and supports bigger terrains and
more complex models. Everything looks better due to hardware-rendered lights
and materials.
For systems with old cards like TNT2, A5 is still a very good engine. On those
systems the only advantages of A6 are new features like bones, physics, the
script editor, the new path editor, or the non-programming template script
system. All
those features allow easier and faster development of more complex games.
Q: I have asked you the same question 2 years ago about A5 and your answer
was 20,000. What is the maximum number of polygons / frame for A6 in order
to keep
a decent frame rate on a decent computer?
A: I think you can display around 100,000 .. 200,000 terrain and model polygons
on a recent system.
Q: When will we get the new stencil buffer shadows? Can you give us an estimate?
A: Stencil buffer shadows - see screenshot - will be implemented in version
6.3.
Q: One
of the new exciting features is the new C-Script compiler, which “will
make scripting easier and faster for beginners, and offers more powerful
features for experienced programmers”. Can you give us a few examples?
A: On a first glance the new C-Script code will not look much different.
On a second glance you'll notice that you now have more language
elements in your
toolbox - for instance, you have for(..) loops, switch..case statements,
and can define your own structs. C-Script restrictions - like having
no var pointers,
or having arrays for vars and strings only - will be overcome. Experienced
programmers can call Windows API functions or DirectX functions directly
in their C-Script
code, without the need to write a DLL.
Together with the new compiler there will be a change in architecture.
The new compiler will compress the script directly into an EXE file.
It won't
be compiled
on the fly anymore. C-Script code will start a little faster, and
run a little faster than before.
Q: How many dynamic lights will we get once the new light management
system is implemented?
A: 128.
Q: Why
is the new path editor better than the old one? Can you give us a practical
example?
A: You can now create paths with branches, and trigger certain
actions or events at waypoints. This can be used to create more
intelligent
behavior
for enemies
- they can hunt down the player through dungeons or mazes. Doug
is working on a path finding template for this.
Q: What
other major features are planned for the future?
A: The next major step will be an alternative scene management
system, based on an octree algorithm. This system is slower
than our current
BSP tree system.
But it won't require compiling a level. This will speed up
the development process and allows easier creating 3D geometry with
other editors.
Games that have really
huge indoor levels, or are targeted for old hardware, can still
use the BSP system.
Q: Can
you name a few serious competitors for Acknex? Which are 3DGS’ advantages
over them?
A: There are two major competitors with a huge user base
that is comparable Gamestudio. They are Dark Basic and Blitz
Basic.
Some
3D engines, like Torque
and Cipher,
have also established themselves as good and affordable systems
for games development. The rest, although some interesting
systems among
them, have
few users and play
no major role in the market anymore.
I don't want to list GameStudio's advantages here - I recommend
that everyone interested have a look at competitor systems
and decide
for himself. We have
a feature list of all major competitors on our FAQ page.
Q: Can
you name a few titles that were created with A5 or A6 and show the potential
of the engine?
A: The 3D driving academy series by Harro Bezier comes
in mind, or the games by Suricate Software. Also some Brazilian
Companies,
like
FourX or
Espaço
Informática, published interesting and successful projects with
GameStudio.
Thank
you a lot J.C.L.