Lumberyard Engine

That looks like timers from UE4.
Lua is just higher level languague implemented in C (or C++). Essentialy nothing stopos you from creating similiar API just for C++.

Another big feature that Epic should really take a look at is their Designer Tools. Epic needs to ditch their terrible method of BSP/CSG and move onto something mesh based like Unitys ProBuilder, Source 2s mesh editor, and not Lumberyards Designer Tools.

This engine looks promising, but i’m really starting to love UE4… :slight_smile:

SMH… who doesn’t love engine wars? We all benefit as gamedevs from competition between engine companies.

My first impressions of the engine is that a lot of stuff comes packaged into Lumberyard like weather systems, road and water tools, soft/rigid physics, GI, in-engine modeling and UV mapping, various shaders and materials for almost anything you can imagine… I had a major concern about the lack of FBX importing and pigeonholing artists into the 3DS/Maya corner… However, they made an update earlier today saying they will be releasing Blender support along with their FBX importer soon… something that Crytek hasn’t done in 5+ years despite there being over 150 pages in the Cryblend thread.

“There may be some confusion going on with this so I will attempt to clarify. Yes, there is the View > Open View Pane > Import Geometry from FBX functionality that is based on Cry. The limitations with this is that it will only convert assets to the .CGF format, meaning you cannot pull skin weight data, skeletons, or animation data. This is where the new FBX Importer comes into play that will be coming soon because the current implementation is not up to our standards for customers.” - Amazon

The level design tools inside the engine are .

Anyways, that’s my 2 cents from spending some time with it.

You’re very welcome. I thought I would share my experience over the last day amidst all the conjecture.

The tools are super useful, one of them is very similar to Modo’s Mesh Fusion. I think you can see it in action in the video. I suppose exporting your scene would be possible once they release their new FBX tool. LY uses a specular PBR workflow while UE uses metalness, so you’d have to factor that in when moving assets. Building levels inside the engine is super nice because its a true WYSIWYP environment, not to mention the cost savings from what some of these 3D modeling companies charge for their software… IMHO, this should be one of the bigger selling points of the engine. You can also assign soft/rigid physics to meshes, like you can make a metal door actually ding and leave realistic damage from bullet impact instead of just a bullet decal. Earlier in the thread someone said it was a gimmick but I doubt he spent the time to look into it or watch an experienced user at work.

It also looks like Substance is planning an integration with LY.

Well, here’s hoping that Amazon make the effort with documentation. I can’t help but be disappointed that Epic hasn’t integrated a real time global illumination solution into UE4. It seems to be in demand by developers (and has been for quite a while), but it doesn’t even appear to be on Epic’s radar (other than listing it as a “R&D” task on the UE4 roadmap). Sure, there are third-party solutions (such as VXGI by Nvidia), but an official implementation would be welcomed (especially considering there are fingers being pointed at Nvidia for unethical conduct with GameWorks).

@anonymous_user_9d78a285, I also very excited about Lumberyard! Also excited they are going to implement a FBX pipeline soonish, which was something Crytek had ZERO interested in. Substance integration is icing on the cake! I think we should switch over to Lumberyard for out Tour of Duty game, since it got most of the stuff in place. The designer tool in LY is pretty useful,wish we had something like in in UE4 right now. Real time dynamic GI is also a huge feature I wish UE4 had.

It is, but limited in its simplicity. Last time I wanted to do something more complex, like inheriting from a base class (Trigger), build another class on top of that and then inherit from that, it fell on its face. Dropped variables from the lower classes left and right (or I set them up in the wrong way? Who knows). Either way, it was a very unpleasant and annoying situation to debug, while, when I did the same thing in C++ it just worked.

And if that is already a problem for a language like LUA, then it’s only really good for high level scripting - which blueprints/flowgraph does a lot better. In other words, for engines like CE or UE, LUA is obsolete and as useful as herpes.

On topic though: Lumberyard does look a lot like what Crytek had about 1.5 years ago, with things mostly just renamed and some additional documentation written. I am curious what either of them will show at GDC.

Main problem i have against lua its that its not OOP by itself, and not strongly typed. This means that to make oop i have to do some strange stuff using tables, and its very easy to not get it working. Also, it only errors at runtime, wich makes it annoying to debug, i prefer something that just complains before everything, not in the moment i hit the exact function where i call foo() instead of Foo(). Really, of the script lenguages, the one i actually like its Python, becouse it has nice OOP.

Is it possible to import unreal maps? or what kind is lumberyard programming? I consider that among unreal 4 using I made some own project with this lumberyard engine

Look closely into the source code, I think they use Qt on top of MFC, which is…
It just makes me think they did not have time to completely redo the editor in Qt (for reasons of having the editor work on and, not just Windows), but they released the engine as beta.
I looked more into the code, I found some Entity-Component system inside the CryEngine part of the code, but then I found some libraries built on top or besides the CryEngine code, that also has some code for Entity-Component system.
Redundancy, redundancy, oh dear.
I found out the the Editor has a panel from where you can attach components onto an Entity, but looks like a gimmick because it’s not the core feature of the Engine+Editor, just a side thing.
Now, how can you write code to be editable and usable with the Editor:

  • C++
    -Lua
    -Flowgraph
    Flowgraphs are from inside the Editor, so no hustle there, Lua is a scripting language that has a “properties table” that can be read inside the editor to show you it’s properties, but from C++ to expose the properties to the Editor in the original CryEgine was a pain: you that to make a sort or wrapper class that exposes the properties.
    In UE4 that it so nicely done with a reflection system, you write one class that contain just some “decorations” and the engine handles the rest. I am trying to do a similar system as a proof of concept, just a tab bit different. It’s not ready yet but you can take a look at the current code if you want (https://github.com/katoun/KeyEngine)
    My first impression of the Lumberyard is: How did they have the balls to come out with that mess of an engine at this time when Unity and Unreal Engine 4 have these modern features and workflows?
    Stingray is a lot more attractive from a workflow point of view than Lumberyard, but as a programmer/developer I chose Unity and Unreal Engine 4.
    Best regards.

I worked in a big game company similar to CryTek, and they used Lua for the same reasons, but 8 years ago. Now C# can run on mobile platform (via Unity 3D), and can be improved a lot (not to mention Unity uses and old Mono with an old GC).
As a developer I love C# for how fast I can write gameplay code. If I want performance C++ to the top. Now Epic tries with UE4 something different that starts to have a great appeal to me: the performance of C++, sprinkled with some decorators to give reflection for the editor and there is even a GC in the code. Now that the naming convention is a lot “harder” that I would like, that is just a personal taste. I do agree and support what they are doing. :smiley:

If the hole engine is broken and old(hard to use), it would cost me more to fix it myself than to invest into a better engine.
An indie developer may be tempted by the apparent free nature of this new engine, but nothing is really free. So, will this cost you more in the long term?

CryEngine +100 million $usd investiment is worth taking a close look into it. I don’t know why some ppl hate so much to try new things when they are free… You don’t have to become a LY developer and drop Unity or Unreal for that.

Just be careful of AWS with free to play online games! If you publish or plan to use this for a F2P online game, you may earn a big surprise there; AWS can easily cost you U$8.000+ a month if your published online game hits minimal popularity (10.000+ monthly users)… If you provide game for such number of players and didn’t plan the bills and don’t expect any financial returns from your game, you’ll get yourself in big trouble.
For safety and to avoid surprises at the end of the month, if using this, I would charge players upfront unless you really know what you’re doing :stuck_out_tongue:

I have not so much space left on hd, to test it, but it looks nice.
Cryengine was always a great engine for maps/scenes/foliage/nature and with the exploding barrels in farcry1, it was possible to have some fun. (wow, long ago).
:slight_smile:

I don’t hate it - I like the Cryengine. But time is a value that is not free. I compared Cryengine (and others) already with UE4 in the past and one major drawback was pipelines for your game content and a lack in documentation (and community). It doesn’t look like that million dollars from Amazon moved into a more friendly content creation enviromnent or docu. So… it’s Amazon now that would get my time and I have to pay 10€ less/month - But the most important parts did not change from my sight of view.

I agree, that is what I was criticizing and not only the pipeline, but the programming part is also cumbersome.

So what is a better alternative here? Are you saying AWS is a more expensive option than what else is out there or that online games in general have these added costs which new developers might not think about?

I’m nowhere near half-educated in these matters, just curious. Cheers!

I haven’t yet read AWS, but I have understand that you can use also your own servers, not amazon. Do I still have to pay some to amazon if I made multiplayer with lumberyard? Is that 8000USD estimate price about servers or what is that cost?

Nothing like that.

Here you go:


A = { a = 1 }
A.__index = A
B = { b = 2 }
B.__index = B
C = { c = 3 }
C.__index = C

setmetatable(C, B)
setmetatable(B, A)

print(C.a) --> 1
print(C.b) --> 2
print(C.c) --> 3

In fact, you can change how your object behaves by changing its type in runtime. And what would you do in C++, implement some more state machines?

Debug state machines then.