CryEngine becomes free

I hope CryEngine gets better, I think it has a good potential, but it was not ready to be open to the public, you can clearly see how lazy its design and workflow is. Though it is powerful, I felt like using an engine from the 90’s. But I believe the combination of Visual Scripting + C# will please many. Not sure how they will compete with Lumberyard which is… pretty much CryEngine with more Money from Amazon.

[=lp10215;589141]
i Love CryEngine but i don’t like 3dmax.
and CryEngine 3.8.5 up can import fbx But it’s hard.
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You can easily import FBX in CryEngine 5.2.

C# is not usable today with CryEngine, lot of their engine libs are not exposed to C#, the shoot them up example is too basic to make a complete game.
There is no vehicle , no character no AI functions, no Effects control usable with C#, it will need time to get better.

http://www.develop-online.net/tools-and-tech/battle-cry-cryengine-s-new-strategy/0224633

Sounds like crytek does not want to be top dog but a healthy competition. I welcome this :slight_smile:

It’s a good stance to have, I hope playing the long game works out for them.

In all honesty, I love the CryENGINE’s rendering engine and think it’s the best one out there, but that’s the only part about it that I like. The rest of the tools and workflow need to come a very long way before I’ll consider ever going back to them for a project. The UE4 just outclasses the CryENGINE in every other respect, from the asset import pipeline to the actual scripting and coding in it. Even with the rendering engine being as amazing as it is, unless they work on the actual tools and make them on par with what we have right now, I would rather use the UDK again than the CEV.

[=.Wenograd;602195]
It’s a good stance to have, I hope playing the long game works out for them.

In all honesty, I love the CryENGINE’s rendering engine and think it’s the best one out there, but that’s the only part about it that I like. The rest of the tools and workflow need to come a very long way before I’ll consider ever going back to them for a project. The UE4 just outclasses the CryENGINE in every other respect, from the asset import pipeline to the actual scripting and coding in it. Even with the rendering engine being as amazing as it is, unless they work on the actual tools and make them on par with what we have right now, I would rather use the UDK again than the CEV.
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So they just added .FBX support with 5.2 that includes animation support and auto generation of Cryengine materials :slight_smile:

[=;602198]
So they just added .FBX support with 5.2 that includes animation support. :slight_smile:
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…see, now you’re tempting me to give it another try. Getting animations to work in that was one of the biggest pains I had when participating in Star Citizen’s TNGS.

If they get a material editor like Unreal and clean up their coding documentation, they might just win me back for some experimenting. The project I’m working on right now could really use a strong dynamic lighting engine, and it’s early on enough where switching wouldn’t be too painful.

Did they ever get that segmented worlds feature out, or are you still limited to 4km?

[=.Wenograd;602200]
…see, now you’re tempting me to give it another try. Getting animations to work in that was one of the biggest pains I had when participating in Star Citizen’s TNGS.

If they get a material editor like Unreal and clean up their coding documentation, they might just win me back for some experimenting. The project I’m working on right now could really use a strong dynamic lighting engine, and it’s early on enough where switching wouldn’t be too painful.

Did they ever get that segmented worlds feature out, or are you still limited to 4km?
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I will answer your last question first. Segmented worlds in not out. Which makes me really sad. However you are not limited to 4km. You will still run into floating point errors. :
That said - They are doing research into a node like editor like unreal engine. They are looking at making their Core feature set more user friendly before they proceed with the large world stuff.
Atleast that is what I gathered.

[=;602205]
I will answer your last question first. Segmented worlds in not out. Which makes me really sad. However you are not limited to 4km. You will still run into floating point errors. :
That said - They are doing research into a node like editor like unreal engine. They are looking at making their Core feature set more user friendly before they proceed with the large world stuff.
Atleast that is what I gathered.
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Do they have any plans for getting around the 32 bit precision issues that it’s had for all this time? Origin rebasing like what we’re getting in 4.14 is a decent solution, but it’s only clientside, so the server will still have hitbox precision issues and all that, and going off of Epic’s history with large world content, it’s all we’ll get for years.

Interesting that they’re changing their approach with the material system they used to have, I’ll need to look into that a bit more. I know they have a roadmap up but I haven’t checked it in a while, do they have an estimation as to when they’ll get to the large world content?

[=.Wenograd;602212]
Do they have any plans for getting around the 32 bit precision issues that it’s had for all this time? Origin rebasing like what we’re getting in 4.14 is a decent solution, but it’s only clientside, so the server will still have hitbox precision issues and all that, and going off of Epic’s history with large world content, it’s all we’ll get for years.

Interesting that they’re changing their approach with the material system they used to have, I’ll need to look into that a bit more. I know they have a roadmap up but I haven’t checked it in a while, do they have an estimation as to when they’ll get to the large world content?
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I know that they said they are looking into it on the large world stuff. But I am unsure if they are taking it seriously. I would guess if they did something for GDC 2017 it would be that.

Funny thing is that they already have a pretty long history in the market, they are a triple A as well, but they are still not that usable, though there are some developers videos telling otherwise. I think they were just too focus on the internals before and did not do their full homework for releasing. But the thing is they are just too close to Lumberyard to really differentiate. One of the two will probably not succeed.

Lumberyard already seems to have fallen into obscurity, I haven’t heard about it since it originally came out. The CryENGINE just carries a bigger brand name, so it gets more attention in the press, especially with V’s release.

[=.Wenograd;602323]
Lumberyard already seems to have fallen into obscurity, I haven’t heard about it since it originally came out. The CryENGINE just carries a bigger brand name, so it gets more attention in the press, especially with V’s release.
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Lumberyard from the sounds of it may be getting some form of segmented world support.

https://www…com/watch?v=CvPZOg6Zu-E

[=.Wenograd;602323]
Lumberyard already seems to have fallen into obscurity, I haven’t heard about it since it originally came out. The CryENGINE just carries a bigger brand name, so it gets more attention in the press, especially with V’s release.
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I believe they are not completely out yet. Even if they aren’t in beta or something anymore, I think they didn’t begin the massive marketing yet. It’s Amazon. They’ve got the money, they’ve got the base (CryEngine) and they wouldn’t come into game engine business just for a trip. We’ll see, I suppose.

[=.Wenograd;602323]
Lumberyard already seems to have fallen into obscurity, I haven’t heard about it since it originally came out. The CryENGINE just carries a bigger brand name, so it gets more attention in the press, especially with V’s release.
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A couple of new games are coming out from Amazon Game Studios.

[=;602641]
Lumberyard from the sounds of it may be getting some form of segmented world support.
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And it’s for an MMO. Huh, I really did not expect that from all this.

I wonder if that’s something Lumberyard offers normally, or if that was some custom networking stuff they put together for it? Wish Unreal would easily let me put a few hundred players on a single server… still working out how I’m even going to do that on this.

[=.Wenograd;602719]
And it’s for an MMO. Huh, I really did not expect that from all this.

I wonder if that’s something Lumberyard offers normally, or if that was some custom networking stuff they put together for it? Wish Unreal would easily let me put a few hundred players on a single server… still working out how I’m even going to do that on this.
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Custom networking (not the stock from CryEngine), is already in Lumberyard.

[=;602793]
Custom networking (not the stock from CryEngine), is already in Lumberyard.
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So Lumberyard in general is already suited to large scale multiplayer like that? I wonder what it does differently than the UE4, and if that could somehow be done here (likely one of the AWS plugins/services).

[=.Wenograd;602802]
So Lumberyard in general is already suited to large scale multiplayer like that? I wonder what it does differently than the UE4, and if that could somehow be done here (likely one of the AWS plugins/services).
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Haven’t read about it but I’d assume its focus would be on cloud computing and databases.

edit:
They have added GameLift for cloud multiplayer.

[=.Wenograd;602802]
So Lumberyard in general is already suited to large scale multiplayer like that? I wonder what it does differently than the UE4, and if that could somehow be done here (likely one of the AWS plugins/services).
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Component system from Lumberyard is thread safe and is designed in the way, that each component can run indepdently from other componenets in any thread. In the essence it means you can run every single component in cloud as microservice. This allow you to scale horizontally and theoretically your only limitation is cloud compute power.

This is completly diffrent to unreal where UObjects are locked to single thread and there it is not even possible to spawn UObjects from other threads.
Edit:
I have been talking about at Discord, but to reiterate long story short. How data is replicated from server to clients is hardly a bottleneck at the scale of MMO. It is a problem, but you can simply always throw more hardware or more bandwidth at it.
Reall performance issues come from things like collision detection, tracing, AI simulation, animation (if you play at least some on server, and you probabaly do). To make it scallable, all of those things must be able to run on any number of threads, prefferably on any number of machines in cloud. All of it must be lock free, and all entities in game mu be able to run independently from each other.