The last of the major engines has shaken up their business model into a pay what you want deal. They have also released CryEngine V with major new features.
This sounds like it's going to make them very competitive. The engine is cheap, you get the source code and nothing to pay to anyone after in royalties. That's quite an amazing deal really.
They now have their own marketplace following in the footsteps of other engines.
New CryEngine V features:
- C# Enabled: A new API that allows developers who know C# to start scripting in CRYENGINE V right away.
- Reworked Low Overhead Renderer: Significantly increases the performance of today’s hardware in graphically intensive applications.
- DirectX 12 support
- Advanced Volumetric Cloud System: Optimized for VR to give clouds full 3D spatial rendering for higher quality with minimal performance hit.
- New particle system: Create stunning real-time fluid effects, handled almost entirely on the GPU.
- A new launcher and UI: Navigate CRYENGINE more intuitively thanks to a streamlined UI which includes realigned features and new icon groupings.
- FMOD Studio support: Allowing greater flexibility in audio middleware selection.
- CRYENGINE Answers: A dedicated channel where the CRYENGINE community can share questions and answers.
See their full press release here.
You can download CryEngine here, and it looks like you really can pay nothing too, so it's a true pay what you want deal.
QuoteCRYENGINE V launches today with a “Pay What You Want” business model, offering developers everywhere total access to the engine’s feature-set and full engine source code for a fee of their choosing, and with no obligation to pay royalties or additional service charges. Users who decide to make a contribution for utilizing CRYENGINE V can allocate up to 70% of the sum to Crytek’s new Indie Development Fund – a grant program that will see Crytek directly supporting promising indie projects around the world.
This sounds like it's going to make them very competitive. The engine is cheap, you get the source code and nothing to pay to anyone after in royalties. That's quite an amazing deal really.
They now have their own marketplace following in the footsteps of other engines.
New CryEngine V features:
- C# Enabled: A new API that allows developers who know C# to start scripting in CRYENGINE V right away.
- Reworked Low Overhead Renderer: Significantly increases the performance of today’s hardware in graphically intensive applications.
- DirectX 12 support
- Advanced Volumetric Cloud System: Optimized for VR to give clouds full 3D spatial rendering for higher quality with minimal performance hit.
- New particle system: Create stunning real-time fluid effects, handled almost entirely on the GPU.
- A new launcher and UI: Navigate CRYENGINE more intuitively thanks to a streamlined UI which includes realigned features and new icon groupings.
- FMOD Studio support: Allowing greater flexibility in audio middleware selection.
- CRYENGINE Answers: A dedicated channel where the CRYENGINE community can share questions and answers.
See their full press release here.
You can download CryEngine here, and it looks like you really can pay nothing too, so it's a true pay what you want deal.
Some you may have missed, popular articles from the last month:
Quoting: berillionsNo Vulkan for the CryEngine...Vulkan has been out for a month, DX12 has been out for nearly a year. You can't expect Crytek to snap their fingers and a month later Vulkan is supported in their engine. It will take some time, hopefully we see it in CryEngine 5.1 or whatever in however many months.
I fully expect Source 2, Unreal Engine 4, and Serious Engine 4 to be the first engines to support Vulkan, then CryEngine, then finally somewhere way down the line Unity (given how long it's taken them just to get to OpenGL 4.x).
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Is this http://docs.cryengine.com/display/SDKDOC4/CRYENGINE+on+Linux saying that the
CryEngine Editor is in Linux?!?!
Because from https://www.cryengine.com/get-cryengine it seems to say it's available only for Windows.
CryEngine Editor is in Linux?!?!
Because from https://www.cryengine.com/get-cryengine it seems to say it's available only for Windows.
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You can also get a bundle of CryEngine assets on the HumbleBundle site right now too:
https://www.humblebundle.com/cryengine-bundle
https://www.humblebundle.com/cryengine-bundle
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Quoting: pd12Is this http://docs.cryengine.com/display/SDKDOC4/CRYENGINE+on+Linux saying that the
CryEngine Editor is in Linux?!?!
Because from https://www.cryengine.com/get-cryengine it seems to say it's available only for Windows.
From the docs it looks like you can build it for linux, there is no binary download.
Edit: http://docs.cryengine.com/display/CEPROG/Linux only "ubtuntu 14" is officially supported though.
Last edited by chris200x9 on 16 March 2016 at 1:30 pm UTC
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Quoting: KristianIs Unity that much easier to use than all those engines(including Godot)? What is so alluring with Unity at this point?
As far as I can tell, the arguments between these two generally come down to: better/more documentation, and asset store for people who have no talent to create their own assets.
I would argue that having the source to Godot is the best documentation, but then, I've not really had any issues with the docs that are available. I think it's an excuse, rather than a reason.
For the asset store, well, Godot is getting that shortly in the 2.1 release... I hope it doesn't end up with scores of look-alike releases due to asset sharing, like I see with Unity games.
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Okay but what does Unity have over UE4, Lumberyard and CryEngine V? Those seem to be relatively well documented...
Last edited by Kristian on 16 March 2016 at 4:29 pm UTC
Last edited by Kristian on 16 March 2016 at 4:29 pm UTC
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Give them time, I bet Vulkan will be coming to CryEngine. It would be a complete desaster if they didn't implement Vulkan API in future in terms of their competitiveness (Android, Win7).
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Still missing Evolve on Linux.
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Quoting: adolsonQuoting: KristianIs Unity that much easier to use than all those engines(including Godot)? What is so alluring with Unity at this point?
As far as I can tell, the arguments between these two generally come down to: better/more documentation, and asset store for people who have no talent to create their own assets.
I would argue that having the source to Godot is the best documentation, but then, I've not really had any issues with the docs that are available. I think it's an excuse, rather than a reason.
For the asset store, well, Godot is getting that shortly in the 2.1 release... I hope it doesn't end up with scores of look-alike releases due to asset sharing, like I see with Unity games.
I recently tried to create a project with goddot and ran into problems here and there. Things like mouse-selection, mouse-drag etc. turned out to be just terribly complicated to do and - worse - undependable for me. Documented behaviour seemed broken.
Went on to unity, which I already knew from several older games, and recreated the code of several weeks of free-time programming with goddot in some days. In a strong typed language, which I very much prefer. Yes, knowing the engine was helpful, but overall it was all just way more straightforward and more dependable.
The asset store is not only for assets. I create all assets myself, still I search it to find useful stuff there. There are damn useful librarys, like photon networking, that you will completely miss out with goddot.
With Unity, I have to test my linux build on a regular basis, because it breaks just so easily. But that's about all I have to really care about and if it works, it works.
Don't get me wrong, I find goddot very sympathic It also holds some paradigmas that would be damn useful for my project, like it's filesystem treatment is just so much more flexible. I will come back to try it again in a year or so, but telling it was on par with unity just yet is just not true.
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Quoting: KristianOkay but what does Unity have over UE4, Lumberyard and CryEngine V? Those seem to be relatively well documented...
A lengthy head start, I would say. What is the incentive for someone to change engines if they already have invested a bunch of time in one?
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