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Renderware keeps getting the shaft

VU Games Gets Unreal [July 06, 2005, 11:15 am EDT] - 6 Comments
Vivendi Universal Games Signs Global License Agreement for Unreal Engine 3 for Next Generation Game Development (thanks Frans) has news of another licensing win for Epic Games:
Vivendi Universal Games (VU Games) and Epic Games today announced a studio-wide agreement under which VU Games will license Unreal Engine 3 tools and technology for next generation console and PC game development.

VU Games' internal and external development studios are licensed to use Unreal Engine 3 technology for next generation titles, which are expected to launch starting in 2006. Specific titles will be announced at a later date.
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When was the last time a renderware license announcement was made?

fuea
 
ugh. Something about UE3 just rubs me the wrong way. Kind of dissapointed to see so many games go towards it.


I have the same problem with the Doom3 engine but thankfully that doesn't seem to have been widely adopted
 
EA said that they were still looking to license the engine out. Folks at Criterion kept saying that it's "Business as usual"

Renderware was almost the first choice before EA, now it has become a last resort. What publisher wants to line EA's pockets?

sangreal said:
ugh. Something about UE3 just rubs me the wrong way. Kind of dissapointed to see so many games go towards it.


I have the same problem with the Doom3 engine but thankfully that doesn't seem to have been widely adopted

A lot of people are mislead to think that all UE3 games will look like Gears of War which isn't the case at all (Frame City Killer Get?)
 
monchi-kun said:
Renderware was almost the first choice before EA, now it has become a last resort. What publisher wants to line EA's pockets?

Exactly, Renderware as a third party tool is pretty much dead.
 
monchi-kun said:
A lot of people are mislead to think that all UE3 games will look like Gears of War which isn't the case at all (Frame City Killer Get?)


Hmm, dodgy Gears of Wars lookalikes, or crappy GTA clones :P


I guess we need to see someone really use UE3 well in a standard development to fully accept its flexibility. It is from the kings of FPS after all - difficult to shake off that aspect.
 
Thank god....Renderware is the biggest POS ever! At least the version we use at work. Cant even get some decent transperancy/alphas to work without hacking the engine.
 
monchi-kun said:
A lot of people are mislead to think that all UE3 games will look like Gears of War which isn't the case at all (Frame City Killer Get?)

True, but with the exception of FCK all the UE3 games shown so far do look like GOW
 
Doc Holliday said:
Thank god....Renderware is the biggest POS ever! At least the version we use at work. Cant even get some decent transperancy/alphas to work without hacking the engine.

It has produced some impressive results, though...

Of course, the most impressive uses of the engine are products of Criterion themselves.
 
I really hope Sony, Square, and Sega's next gen efforts rely on their own engines that look like the PS3 trailers/FFVII tech demo/Sega's presentation, or better. There is just something so sterile/boring about UE3, imo. Maybe when a wider range of art styles make use of it I'll think differently, but so far from Gears of War, Frame City, etc., I'm not feeling it.
 
I hear the version of Renderware in Burnout 3 is so hacked, reprogrammed, and custom-coded that you can't really call it "Renderware" anymore.

How does UE3 handle character animation, by the way? I remember their blending being absolutely awful. Are there any IK systems for foot placement or anything?
 
monchi-kun said:
Renderware was almost the first choice before EA, now it has become a last resort. What publisher wants to line EA's pockets?
Sums it up perfectly. As a 3rd party option, Renderware may as well not exist.
 
sonycowboy said:
Microsoft will be using UE3 for ~many of thier 1st party developed games as they've signed a significant contract w/ Epic.

The unreal engine never seemed like an engine that was designed specifically for the multiplatform market, unlike renderware. Now that Epic is throwing thier engine on all the platforms, they have access to that market. But still, the unreal engine seems more like a game engine first, and less of a sales pitch to publishers.
 
the main reason why people are grabbing UE3 is the toolset, not the engine. I mean the engine is great, it is cutting edge, it does pretty graphics, but the real power is behind the tools, such as the level editor and the scripting engine.
If a company can just sit down content people (world artists, level designers, 3D artists, texture artists) in-front of a tested, highly functional tool at the very beginning of the project, it gives the project a lot more time to focus on gameplay.
The renderer can be re-written (not sure why you would want to now, but you can). You can use any physics package you want.

The toolset is what everyone is interested in. It is like buying Maya, instead of building your own.

The unreal engine never seemed like an engine that was designed specifically for the multiplatform market, unlike renderware.
That is more to do with Epic not wanting to code for a non-PC hardware, pretty much the GS. Given the demand, they would have taken the time to do a better Gamecube revision, but there wasn't a demand. Now that both Xbox 360 and PS3 GPUs are pretty much DX/OpenGL based solutions, Epic has no problem making their engine support both.
 
Sho Nuff said:
I hear the version of Renderware in Burnout 3 is so hacked, reprogrammed, and custom-coded that you can't really call it "Renderware" anymore.

That's how RW is supposed to be used. Out of the box it's not that great, you're supposed to pick and choose pieces of it and customise it to fit your needs.
 
Andy787 said:
I really hope Sony, Square, and Sega's next gen efforts rely on their own engines that look like the PS3 trailers/FFVII tech demo/Sega's presentation, or better. There is just something so sterile/boring about UE3, imo. Maybe when a wider range of art styles make use of it I'll think differently, but so far from Gears of War, Frame City, etc., I'm not feeling it.

That is the main reason why so many japanese companies are screaming high development costs at any chance they get. They are sticking by their own engines for development. Capcom is using their own middleware for games but they still scream high costs. Im glad to see many developers use the U3 engine so they can cut some costs and see that a bar has been set by other developers using the same tools. We will clearly see... talent wise... who is at the top of their game... and confirm who really suck.

as for renderware... it was inevitable... after the EA purchase i always thought EA will use renderware for their own games. They can still license it out but meh... it's doubtful anyone would want to use it aside from internal EA studios.


...


on another note. I do look forward to see what SNK is bringing next gen. I hope they use sega's next gen hardware for their future 3D titles instead of sticking around renderware. It would be sweet to see a 2.5D metal slug.... screw the 3D one.
 
We will clearly see... talent wise... who is at the top of their game... and confirm who really suck.
This is the major thing here. We will see who has talent this generation more then any other, at least talent from the art and gameplay perspective. Because teams won't be having to re-invent the wheel before, during, and after development. They can just concentrate on the art and gameplay.
 
Meantime said:
Seems like it will be artists who will be feeling the most pressure next generation.
oh yeah. I've been preaching that for a while now. It just takes time to make the high poly count models that this generation needs. Pretty much every model you want to be normal mapped, you need to make twice. One high poly count model for the normal map, then a lower in-game model to apply the normal too. Not to mention that texture memory has increased about 4 or 5 times what is was on the PS2.

Artists are going to be slaves this generation. Which is why I also say that outsourcing will become more and more popular this generation. If a developer can make an art bible, and give an outsource company guidelines on how they want their characters to look, and a date can be set in stone for the content to be done, then you have two teams working on stuff, instead of just one. Using an outsource company, you need to have a clear look and process in place. So it takes a good amount of pre-planning.
 
element said:
Artists are going to be slaves this generation.
If artists are going to be treated even worse than now they better start paying more. Artists and QA people always get all the shit.
 
It's getting to the point where developers (and to an extent publishers) have to decide if they are technology companies or game companies.
 
Sho Nuff said:
I hear the version of Renderware in Burnout 3 is so hacked, reprogrammed, and custom-coded that you can't really call it "Renderware" anymore.

Renderware isn't a monolithic entity, there are many components that go into it. Renderware Audio, Graphics, Physics, and then Studio which integrates them all together and provides a framework for building games (and provides a bunch of tools as well). The Criterion guys used Renderware Graphics, but not Studio for BO3. I don't know what they're doing with BO:Revenge, but probably the same thing.
 
Blimblim said:
Frame City Killer is a japanese game. Yeah, I had a hard time believing it too ...

r u serious? I thought it was going to be made by hometek so i really didnt give a damn... but since it's made by namco jp (using the U3 engine... wow) im going to have to keep an eye out for this game.
 
bishoptl said:
Sums it up perfectly. As a 3rd party option, Renderware may as well not exist.

And it pretty much doesn't. Either people are paying premium for license someone elses engine or roll their own or they are picking up the unfortunately named Gamebryo by NDL. Renderware doesn't even support the people who own the old 'indie' licenses anymore.
 
The Unreal 2003/2004 is beautiful when it comes to programming. Great OOP design, and I don't mind UScript. The UnrealED (Level editor) is very established, polished and complete.

If given the choice, I don't see why anyone would use Renderware when comparing it to UE3. UE 2003/2004 had some graphical issues...didn't even support normal maps and last I checked not even bump mapping. But UE3 looks COMPLETE.
 
EA will be building most if not all their games on Renderware, right?

Sounds like EA will have games that look and play different from anyone else...
 
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