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ShiVa 3D Console publishing Wii
#318375
04/07/10 12:04
04/07/10 12:04
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Joined: Aug 2009
Posts: 2
tito
OP
Guest
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OP
Guest
Joined: Aug 2009
Posts: 2
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Wii on ShiVa 3D game engine now possible... For 168euros. ShiVa Shiva is a 3D game engine that publish from one product: games and applications for: PC, Mac, Linux, iPhone, Android, Wii, iPad.
Last edited by tito; 04/07/10 18:03.
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Re: ShiVa 3D Console publishing Wii
[Re: AlbertoT]
#318919
04/10/10 19:08
04/10/10 19:08
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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AFAK you must buy also a licence to publish for Wii ot XBox or Playstation even for non commercial products Such licence costs a fortune As far as I have read in a game dev magazin you also need some special hardware for testing.
Models, Textures and Games from Dexsoft
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Re: ShiVa 3D Console publishing Wii
[Re: Machinery_Frank]
#329192
06/18/10 11:54
06/18/10 11:54
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Joined: Oct 2003
Posts: 827 22�21'24"N 114�07'30"E
Frederick_Lim
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
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Have you check their Wiki and Documentation web site? Their blog is worth the check also. Blog I haven't dig into ShiVa (actually any other engine yet), I even don't have time to test the A8 beta. Sometime ago I tested the Linux webplayer. The Linux is Ubuntu 32-bit, running as Virtualbox guest in my Vista 64-bit host. I am surprise the webplayer is able to run in virtual environment, althouth the frame rate is not high.
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Re: ShiVa 3D Console publishing Wii
[Re: Frederick_Lim]
#329225
06/18/10 15:50
06/18/10 15:50
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I just checked the free PLE version. The interface is a bit different than UDK, C4, Unity, Gamestudio, etc. But it shares most similarities with Unity. After a couple of hours I got the idea how it works. Here is our Elite Trooper model in Shiva:
Models, Textures and Games from Dexsoft
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Re: ShiVa 3D Console publishing Wii
[Re: Machinery_Frank]
#329876
06/23/10 13:51
06/23/10 13:51
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I don´t like ShiVa. The scripting documentation is bad and I really hate its lua interface, those stupid events and states. I mean, I really don´t want to receive an event from within my "main ai" which is triggered if a key was pressed and send that event to each object which is meant to react to it, where this object then has to set a local variable corresponding to the event so that it can finally use it within its onRenderFrame event or whatever it is called, to move the object as long as the key is pressed and then there has to be the same procedure for a key not being pressed anymore. There are some strange triggers, which are kinda slow and the raytracing is really at a low level. Even in the examples, the physics player keeps moving for a moment after one wants him to stop. One could apply a force into the opposite direction, but the documentation isn´t clear about the different functions so that I have troubles figuring out the strength of the needed force. I am also missing something like gamestudios vec_rotate and vec_for_angle as well as vec_to_angle. Even though the second and third ones aren´t that hard to do yourself. The scripting editor is nice though, as well as that GUI editor. But the scripting itself is in a big contrast to the very high level editor. I personally don´t like its very closed Shader system. At least it seems to be quite fast on the iPhone and it is cheap. But still I would never recommend that engine to anyone. A7/A8 and Unity are much better choices and C4 and Torque probably as well.
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Re: ShiVa 3D Console publishing Wii
[Re: Slin]
#329917
06/23/10 20:51
06/23/10 20:51
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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Slin please accept my compliments
I dont know whether what you said is right or wrong Never used Shiva However it is the first time that someone speak also of the scripting system rather than the editor only
Many people make a bloody confusion between virtual reality and game programming Game programming should be, first of all , interactivity Particulary at an Indie level,you may accept some compromise in the editor but the engine "logic" should be the first priority for the choice Go through the most succesful Indie games Few of them have a top graphics which can compete with commercial games ,a part from some demos which never turn into finished products , but many have a sophisticated game logic
Last edited by AlbertoT; 06/23/10 21:04.
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