Welke overwegingen komen daar bij kijken?
Multiplatform? Install base -> potential user base
Interpreted vs. Compiled Scripted vs. Programmed Speed Flash 1 Java 10 C#100
Features Compatibility Necessary modifications
Tools Workflow Dynamics Audio Rendering Networking Misc
Interpreted Languages (Scripting languages)
Visual Scripting (kismet, virtools)
UI Design Tools (scaleform)
Terrain Editors
WYSIWYG vs. Compiled/Built
Content Pipeline
Workflow Complexity vs. Feature Necessity
Procedural Placement
Profilers
Tools Workflow Dynamics Audio Rendering Networking Misc
Documentation & Examples Customer Support
External Tool Support
Version Control Support
Realtime (Online) Collaboration
Tools Workflow Dynamics Audio Rendering Networking Misc
Animation Physics AI Particle Systems
Skeletal Animation
Motion Capture
Inverse Kinematics
Animation Physics AI Particle Systems
Collision Events
Rigidbody
Softbody
Vehicles
Animation Physics
Dynamic Destruction/Deformation
Cloth
Animation Physics AI Particle Systems
Node-Pathing
Mesh-Navigation
Group AI, Crowd Simulation
Conversation System
Complex AI Behaviours Easily extendable?
Animation Physics AI Particle Systems
Complexity Types Plane Mesh (particle of emission) Volumetric Tools Physics enabled
Tools Workflow Dynamics Audio Rendering Networking Misc
3D sound Real-time sound-filters/effects Event Cues Interactive Music
Tools Workflow Dynamics Audio Rendering Networking Misc
Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
Normal Mapping
Parralax/Displacement Mapping
Reflections (local/global) Cubemap Nodes Realtime
Layered Texturing
Volumetric Light Beams/Shafts
Caustics
Fog Volumetric Distance based Layered (flat plane)
And many, many, many more, for example: es.html es.html
Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
FSAA / MSAA / FXAA
Deferred Rendering (no translucency!)
Depth of Field
(Screen Space) Ambient Occlusion
Color Grading
Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
o.a. Iris Simulation
Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
Forward vs. Deferred Combinations
Global Illumination
Image Based Lighting
Raytracing
Shading Post-Processing HDR Lighting Shadowing Hardware Tesselation “3D”
Dynamic Shadows
Hard/Soft Shadows
Projected Shadows
Self-shadowing
Tools Workflow Dynamics Audio Rendering Networking Misc
Local Multiplayer
Networked Multiplayer
Dedicated Servers
Massive Multiplayer (what is this?)
Persistent Worlds vs. Arena Instance
Phasing (dynamic instancing of persistent environments)
Built-in Chat Clients
Asset Streaming
In-Game Cut Scenes Video Cut Scenes User Generated Content Character Customization User Generated Levels Multi-core CPU/GPU Support
Multiplatform != Cross-platform Features per platform Scalability
Groepjes van 2 Neem een high-level pitch Niet conventioneel Bedenk het team dat het gaat maken Geen perfect fit is meest interessant Zoek 2 mogelijke (even goede) engines Research er elk 1, combine and compare Pro/con, strengths/weaknesses +- 2 A4 verslag