RPGCrazied
Member
Free is free. I hope to see some awesome things from indies coming from this engine.
Not when they already have it. EA will have all of these things with a team which do ops 24/7, or at least pass that work onto a 3rd party. You still need these things if you were running on AWS. AWS just gives you hardware on tap, it doesn't manage it for you. They'd still need a team of engineers to manage and monitor it, just exactly like what I'm currently doing as I'm typing this. They still need to create their own rules for elasticity, define their own firewall rules, templates, builds and have it monitored round the clock. Amazon don't do that for you. For EA, they'll have the hardware and the people. To pay a premium for that, when they already have it, is stupid.
They use it plain and simply for dedicated servers. Dedicated servers which spawn and destroy on demand, the exact same thing which AWS does.
You're asking several different questions rolled into one, so you'd need to be a lot more specific.
For instance, "AAA" companies have used scalable infrastructure for a good long time (eg. Ubisoft has been using it in most of their games since at least 2009). Big companies value internally operating because one of the big parts of added-value from online is the ownership of your user-data, something that drives large parts of Amazon business model for that matter.
What you seem to be ignoring is that infrastructure as such is only a "relatively" small part of the problem, and writting arbitrarily scalable software is NOT a solved problem (if it were, GPU manufacturers would be owning the world right about now), even when you're using sane-compute abstractions for your infrastructure. These things remain hard-work, and they get harder as you add more complexity to your online-compute. There's good reason why embarrassingly parallel problems are the usual showcase for moving local->cloud compute ala Crackdown.
And there's other parts to this - lumping all manner of game-bugs together and blaming "online" for it is convenient, but ignores the fact that most of these games are fundamentally not well written due to the circumstances of their development, so the infrastructure is often the least of their problems (although it does occasionally compound them).
Not to correct my original statement, but as an adendum, I am quite a lay person regarding this and I imagine your concerns are probably their concerns as well. The persistent universe is a long term love project, I imagine they are considering a lot of finer details to make it work in a mostly bottleneck-free way.
I don't completely disagree with everything you said, but I strongly believe that for games -- what are essentially high-performance real-time applications -- automatic memory management is one of those design choices which can easily be deceiving at the start of a project. As in, as you start out prototyping it seems (and probably is) easier, saving you a few minutes (or even hours) here and there, but the larger and the closer to an actual game your software project becomes the more its drawbacks might hit you. It's a bit like dynamic typing in that regard. Of course, at the point where the drawbacks do manifest - e.g. when the intermittent Unity stutter happens -- it's generally far too late to do anything fundamental about it.Any discussion about managed versus unmanaged is going to have proponents for both sides, because there absolutely are valid pros and cons for each, and how pro a pro is or how big a con is is entirely dependent on the project, especially in production environments where you can have multiple different programmers of multiple different skill levels and multiple language familiarity all working on interlinking systems that often don't have the luxury of peer review or even commenting code.
I'm absolutely not saying Unity is better than Unreal (or that managed is always better than unmanaged), but I will say it serves a specific niche that UE doesn't (and nor does Lumberyard from all appearances) and there are absolutely valid reasons for choosing one over another..
This whole thread has made me want to reach out to any of my video game contacts (sadly none are systems engineers) and see if they know people in their organizations who would be willing to discuss this stuff with me if I sign NDAs. Haha. I JUST NEED TO KNOW.
...which is exactly why it won't happen. ;[
Your posts made do some research last 2 hours at work into azure and the cloud.
Made an azure free trial account yesterday to do some hacking, need to just find something to azure storage and worker jobs. Im a junior software developer so this is
all really new to me.
Don't tell my boss![]()
I don't completely disagree with everything you said, but I strongly believe that for games -- what are essentially high-performance real-time applications -- automatic memory management is one of those design choices which can easily be deceiving at the start of a project. As in, as you start out prototyping it seems (and probably is) easier, saving you a few minutes (or even hours) here and there, but the larger and the closer to an actual game your software project becomes the more its drawbacks might hit you. It's a bit like dynamic typing in that regard. Of course, at the point where the drawbacks do manifest - e.g. when the intermittent Unity stutter happens -- it's generally far too late to do anything fundamental about it.
VentureBeat interview with the general manager of the engine: http://venturebeat.com/2016/02/12/inside-amazons-decision-to-make-a-video-game-engine/
Cheers for that, sounds like they're fully aware of how pants the CryEngine documentation and support is and are going to make a decent effort of improving them. Funnily enough the Unreal Engine a good few years ago was in a VERY similar state. If Amazon put plenty of effort and expense into this they could have the documentation and support on the same level as Unity and Unreal are at now in a year or two.
Sessions listed for GDC: https://aws.amazon.com/blogs/gamedev/gdc-2016/
Develop interview with Amazon Games VP: http://www.develop-online.net/interview/amazon-lumberyard-the-next-big-games-engine/0217643
and also GI.biz article: http://www.gamesindustry.biz/articles/2016-03-08-community-building-will-drive-the-industry-amazon
One could create a single player game only using this? Without requiring any amazon servers or connection?
Q: What are some of the major changes to Lumberyard we can expect at 2017?
Our team has grown a lot over the last year, and we continue to grow. In 2017, youll see a steady stream of new features and refinements, including a new component entity system so you can build complex gameplay faster than ever, a new asset pipeline that lets you import and do live updates of game assets across target platforms in seconds, a new multi-threaded rendering architecture that takes full advantage of the latest technologies, an improved editor UX, new cloud integrations to help you dynamically change game data on the fly to better engage your players, and, of course, new integrations with Twitch to help you reach and engage that audience of 100+ million hardcore gamers.
Sean Cleaver catches up with Amazon Games Services vice president, Mike Frazzini, to see how the Amazon Lumberyard engine and the company's gaming focus has come on in the past year
I also heard Amazon has a deadline (a few years) by which they need to have replaced all CryEngine code with their own original code, which makes me even more cautious.
So, whats next for Lumberyard..?
We hear this question a lotand for good reason. So we thought wed give you a preview for the months ahead and share some features that have us all really excited here at Lumberyard.
Hell, if Crytek digs themselves into a hole again maybe they'd just buy them to do a lot of the engine work and render it moot.I heard it was 10 years. Should be enough for them to build a new engine.
Wasn't that Lichdom Battleground cry engine also?They bought HUNT: Horrors of the Gilded Age assets? Thats interesting.
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Wanderer, Evolve, Everyone Gone Rapture and i'm pretty sure there was a 4th.
Do we know of any game being made in this engine yet?
Star Citizen moved over to Lumberyard?For 1st party there's Breakaway, Crucible and New World. For 3rd party I only know of the DRG Iniative. Oh and Star Citizen.
My qualms with using Lumberyard and spending time building a skillset around it is future support. Its role as a trojan horse for Amazon services makes my wary about long term commitment.
I also heard Amazon has a deadline (a few years) by which they need to have replaced all CryEngine code with their own original code, which makes me even more cautious.
Because Crytec has been going down hill for a while now and they are probably not sure if future support will happen for that engine.Star Citizen moved over to Lumberyard?
Why?
Ah. I see. Aren't they supposed to be about a year from release?Because Crytec has been going down hill for a while now and they are probably not sure if future support will happen for that engine.
Ah. I see. Aren't they supposed to be about a year from release?
I hope switching engines isn't too much of a hassle.
Ah. I see. Aren't they supposed to be about a year from release?
I hope switching engines isn't too much of a hassle.
Lumberyard and StarEngine are both forks from exactly the SAME build of CryEngine.
We stopped taking new builds from Crytek towards the end of 2015. So did Amazon. Because of this the core of the engine that we use is the same one that Amazon use and the switch was painless (I think it took us a day or so of two engineers on the engine team). What runs Star Citizen and Squadron 42 is our heavily modified version of the engine which we have dubbed StarEngine, just now our foundation is Lumberyard not CryEngine. None of our work was thrown away or modified. We switched the like for like parts of the engine from CryEngine to Lumberyard. All of our bespoke work from 64 bit precision, new rendering and planet tech, Item / Entity 2.0, Local Physics Grids, Zone System, Object Containers and so on were unaffected and remain unique to Star Citizen.
They moved over like a year ago and SC is always like a year awayAh. I see. Aren't they supposed to be about a year from release?
I hope switching engines isn't too much of a hassle.