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This is a public poll. Other members will be able to see which options you chose

Are you Sonic GDK Addict?

1: Are you A Sonic GDK User?

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Sonic GDK Users?

#16 User is offline Xaklse 

Posted 18 November 2013 - 04:53 PM

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View PostAndrew75, on 17 November 2013 - 06:22 PM, said:

Sonic GDK Users? Seriously I want to know!
Edit: It would be cool to get a little bigger GDK community going or something. GDK has a lot of great features. Its to bad that the users are so spread out and not as unified as they could be.
I know you're just being curious, this isn't the right place to ask, there are people who aren't registered on these forums.

View Postwinterhell, on 18 November 2013 - 07:11 AM, said:

It's commendable how much Xaklse & Co. have been able to accomplish with it. It'd probably be less effort to create a new engine from scratch and it wouldn't take 5 minutes for the levels to load.

Sure it wouldn't have the IDE, the visual scripting and shader editor, and as sophisticated Level editor as the ones UDK supplies, as far as development goes. Other than that, yes, everything tweakable but in the source files.
Reinventing the wheel isn't my thing, unless it's for learning purposes; I personally wouldn't find amusing to write shader code for each material in a project.
UDK is attractive to many people due to the amount of work you can do without programming, and it isn't hard to learn, you just need time and patience, but a lot less than coding your own engine by far...

#17 User is offline Andrew75 

Posted 19 November 2013 - 10:47 AM

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21 votes! Keep the votes coming !

#18 User is offline Aerosol 

Posted 19 November 2013 - 10:14 PM

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View Postwinterhell, on 18 November 2013 - 07:11 AM, said:

You guys should all be institutionalized for working with the UDK :v:/>/>

It's commendable how much Xaklse & Co. have been able to accomplish with it. It'd probably be less effort to create a new engine from scratch and it wouldn't take 5 minutes for the levels to load.


Working off this logic, Project Mobius should be reaching its first release any day now.
This post has been edited by Aerosol: 19 November 2013 - 10:14 PM

#19 User is offline Andrew75 

Posted 20 November 2013 - 02:10 AM

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Is Project Mobius still on going behind the shadows ?
This post has been edited by Andrew75: 20 November 2013 - 02:12 AM

#20 User is offline winterhell 

Posted 20 November 2013 - 07:30 AM

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They cancelled it. After all those months it had only about 500 lines of code.

#21 User is online .Luke 

Posted 20 November 2013 - 12:16 PM

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It's a shame it only got 500 lines of code done before being canned, and having been working on a complex platformer engine that is non-Sonic, that many lines isn't much. I've got over 2500 lines and that's just on Game Maker, it would need even more on an engine done from scratch.

#22 User is offline Aerosol 

Posted 20 November 2013 - 06:44 PM

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Most of the work was going into the rendering engine. Since UDK already provides one, It's hard for me to understand how making an engine in UDK is more work than making one from scratch. Maybe UDK isn't the best choice seeing as how it really isn't all that intuitive, but I don't see anyone making a Unity3D engine.

#23 User is offline Andrew75 

Posted 20 November 2013 - 07:15 PM

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Egg engine is a Unity 3D Sonic engine., while I got access to it and egg's source, I find Unity's tools and features out of box kind of limiting. especially when dealing with setting up models for use in game. It lacks a lot of options that save time compared to UDK ( thats without a programmer buddy to assist in setting up custom tools in Unity). I've ported GHZ 2.5D assets to Egg engine at one point but got fed up with the lack of features.
Would need a full time programmer to work in unity that could wright tools on the fly, people usually run out of time or abandon projects all together, that's why I don't use Unity. There is almost no one to depend on in this community that would stick with a project for the amount of time required.
This post has been edited by Andrew75: 20 November 2013 - 07:30 PM

#24 User is offline Aerosol 

Posted 20 November 2013 - 07:50 PM

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Well, a Sonic engine (for everybody) done in Unity would probably have tools written for it too. Besides, most people aren't you Andrew, and wouldn't really feel all that limited by what Unity offered.

#25 User is offline Andrew75 

Posted 20 November 2013 - 07:55 PM

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View PostAerosol, on 20 November 2013 - 07:50 PM, said:

Well, a Sonic engine (for everybody) done in Unity would probably have tools written for it too. Besides, most people aren't you Andrew, and wouldn't really feel all that limited by what Unity offered.

Hmm I guess.. but yeah it was a struggle getting stuff to work direct out of the 3D package in unity compared to UDK. I started both at the same time with the same assets.
What really hurt in unity with the ammount of assets I had made. it took almost a full day longer checking check boxes in options in unity and re-asigning materials for each mesh 1 by 1
I think if Damizeon got time he could wright tools for Egg engine .. or perhaps if someone else took over they could. but I don't see either happening anytime soon sadly.
However if tools were to be written for an engine id like to see C4 engine support! Hell I'd even loan one of my C4 licence seats over to someone.
This post has been edited by Andrew75: 20 November 2013 - 08:00 PM

#26 User is offline Aerosol 

Posted 20 November 2013 - 08:00 PM

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What is Egg Engine, anyway? Is it comparable to SonicGDK or is it more specialized? Damizean doesn't talk about it much (not that he's obligated to).

#27 User is offline Andrew75 

Posted 20 November 2013 - 08:01 PM

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View PostAerosol, on 20 November 2013 - 08:00 PM, said:

What is Egg Engine, anyway? Is it comparable to SonicGDK or is it more specialized? Damizean doesn't talk about it much (not that he's obligated to).

It was the second engine used for that Sonic Fan remix game. The engine has a long ways to go to catch up to where Sonic GDK is currently at.
I don't think I'd like to wait some years for it to catch up.
This post has been edited by Andrew75: 20 November 2013 - 08:02 PM

#28 User is offline Aerosol 

Posted 20 November 2013 - 08:03 PM

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Oh I know what it was used for. I just didn't know if it had gone beyond that. In any event, I would actually like to see a SonicGDK-esque engine for Unity3D. I've gotten way more down with Unity3D than I've ever gotten done with UDK.

#29 User is offline Andrew75 

Posted 20 November 2013 - 08:08 PM

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View PostAerosol, on 20 November 2013 - 08:03 PM, said:

Oh I know what it was used for. I just didn't know if it had gone beyond that. In any event, I would actually like to see a SonicGDK-esque engine for Unity3D. I've gotten way more down with Unity3D than I've ever gotten done with UDK.

It didn't make it very far past what was shown already with fan remix. I granted Damizeon access to my fisheye shader source to port it to unity as well. it worked beautifully.
GHZ 2.5D was set up in Unity in a way that could use the genesis data to distribute the level chunks with the same names and build the level layout automatically. However depth was not taken into consideration so the user had to manually move the chunks depth wise to finish the level.
it was useful start. ( its too bad Damizeon is so busy with school otherwise GDK would have had some nice competition.
This post has been edited by Andrew75: 20 November 2013 - 08:10 PM

#30 User is offline Aerosol 

Posted 20 November 2013 - 08:28 PM

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There really isn't much stopping someone from porting SonicGDK to Unity. It'd just involve rewriting the playerpawn stuff in javascript or C# with Unity's API (right term?) mostly...unless I'm really oversimplifying it. I thought I was simplifying it a bit much, but I might have overdone it.

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