Autodesk acquires Bitsquid to create their own game engine

http://www.autodesk.com/campaigns/bitsquid

http://www.bitsquid.se

So Autodesk have acquired Swedish Bitsquid and their engine with the same name and will release their own engine based on Bitsquid later this year.

Knowing Autodesk it will probably be overpriced and filled with bugs, but it’s at least interesting to see more publicly available engines being worked on.
The live editing of Bitquid (similar to the MultiEdit plugin for UE4, being worked on by YannickLange here) is pretty impressive and the engine seems solid in it’s current state.

So, do you think it will be 123D Engine or Autodesk Engine?

I think they will work on it for year or two, and the trash it (;.

Autodesk has the power to make it happen.

I would say Autodesk has the power to work on it for a year or two and then trash it :slight_smile:

Why is that?

A modularized game engine like this fits between UE4 & Unity3d, which makes it very appealing. Also the last piece for the puzzle.

Because it’s Autodesk. I don’t know what other reason you would need (;.

Well if something is not profitable it’s not worth keeping it, but claiming they will trash it without waiting if/when it’s released is silly.

Think about it, 3dsMax/Maya+game engine, modeling on the fly? $$$

I don’t see much of a change in workflow even if they made the engine. I don’t think it would be built into any of their current softwares and if they weren’t, any modeling capabilities would probably be very limited.
To be honest I would stay far away from a game engine made by Autodesk. Don’t get me wrong, I prefer 3ds out of all the alternatives, but it’s pretty wonky at best.
There are bugs that have been around for years, some major features feels like they were made 10 years ago and then never touched again.

Most of the artists use either Max or Maya, if they are wonky then there is something you’re doing wrong. I personally find nothing wonky about Max. Think about the possibilities such as updating UVs on the fly and much more.

Just because most use it, it doesn’t mean it’s perfect. What alternatives are there really? Blender lacks in many aspects and Modo just recently started gaining more ground it seems.
I’m not saying it’s bad, but it shows that they know that they hardly have competition so they’re not really putting in the effort that could really improve it.
The fact that there are bugs that have been present for years through new releases shows that. The mirroring bug that inverts normals for example, it’s been around since at least 2012.
I keep hearing about features that “you shouldn’t use” because it’s broken. I think more is expected of a software this big and costly.
Also it shows that the UI was designed years ago, it’s incredibly old fashioned and clunky. We just got support for binding mouse buttons in 2013! That should have been around years ago, no one can say 3ds have a modern interface and customization.
The UV tools are rubbish compared to what really small companies and even random hobbyists making free softwares (Roadkill for example) have been able to do.
Now, I’ve been using 3ds for years and I think it’s really good, the best package out there right now as far as I’m concerned, but that doesn’t mean it’s perfect. You should be able to criticizes and see that stuff can be improved even though you like something, no one likes a fanboy.

I’m all for quickening up a workflow but I don’t see the necessity in being able to model inside of the game package, it takes like 10 sec at most to get a new version of your model exported and imported into the engine, you can even set UE to automatically update when it notice that there is a new version available of a file.
It will never have the capabilities of 3ds or maya, they would never start another software competing with their own. So either you’ll have some lacking, basic modeling features in the engine or have to purchase one of their current modeling softwares to unlock the editing capabilities. Either way, I don’t see why everything have to be done in the same software.

I am not sure whether to be worried or excited.

Didn’t Intel try the same thing a while back? It hasn’t exactly made great waves in shipped games so far.
I think and have the odds on their side.
Game engines are large, complicated beasts, that require a lot of special kinds of code that outside developers just don’t know about.
This means that game engine companies need to have that as their focus, their reason for living.
A game engine trying to make a life as a separate division inside a large, corporate entity, has the odds stacked against it.

You are exaggerating a bit the size and the complexity of game engines.

Why this topic about such old news?!
They’ve announced this more than a year ago…

Erm… cause this forum didn’t exist back then?

EDIT

It looks like the same team is still posting on their dev blog.
http://bitsquid.blogspot.com

I’m speaking from experience.

My guess, while they have the ability, they’ll be running to catch up with Unity, CryEngine, and especially UE4 who is currently at the forefront and will have already gone through the growing pains of working out (most of) the bugs and establishing a wide user base by the time the first incarnation of the Autodesk engine is released. IMO, Autodesk should focus on improving what they already do, because from my experience there’s still a lot of work to be done on their current products!

Yeah it’s reccuring discussion over polycount. Where generally everybody agrees that Autodesk should put it’s **** togather and start working on improvments… But…

Let’s face facts. As long as we use their products and pay them, they don’t have any reason to improve anything because they are on top of foodchain and they know it.

The only way to get them to work is to actually stop using max nad maya… Just to be clear! I’m using modo. Yes it sometimes pain, but hey you must give example, not just talking around.

That doesn’t sound smart, you’re downgrading your work just to give an example, to whom? lol

Well. Modeling is far superior to what maya and max offer combined.

The only thing I’m really missing is animation and ART tools for auto magic riggind in maya.

It’s not like I loose that much. Luxology actually works on improving modo, not just telling they will improve.