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.
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Quoting: adolsonQuoting: 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?
This is somewhat of a fair point, but how about those that have to decide on a blank slate on what engine to use? If you were to start a studio tommorow, why would you choose Unity over UE4, Lumberyard or CryEngine V?
Someone that wants to get a start in the industry, especially as a engine programmer, why would they choose Unity over those other engines?
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Quoting: KristianQuoting: adolsonQuoting: 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?
This is somewhat of a fair point, but how about those that have to decide on a blank slate on what engine to use? If you were to start a studio tommorow, why would you choose Unity over UE4, Lumberyard or CryEngine V?
Someone that wants to get a start in the industry, especially as a engine programmer, why would they choose Unity over those other engines?
Someone who wants to be an engine programmer would either make an engine themselves, or at least choose one that is open, or apply for a job at a company that makes an engine. I'm not sure how that is relevant to the discussion at hand.
If I were starting up a studio from a blank slate right now, I don't know what engine I would choose. I can't answer it fairly, because I've been invested in Godot since about a month before the source released publicly. I wouldn't choose Unity, though, which is what you're after. And I wouldn't choose Lumberyard when I could just use the real CRYENGINE. So, I think it would likely be between UE4 and CRYENGINE, personally. That is assuming my company has no true interest in FOSS.
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Unity for many is appealing because:
- C#
- Assets
- You don't really have to care about the build-system etc. Everything's GUI
- "For all platforms" promise. Actually this is promised even more than by other engines but sadly delivered worse in my experience. But the promise is what they believe as they first do windows and try the Linux-Porting later Hmph.
Unity isn't bad though. Especially the I2CPP stufd looks promising and Linux has improved much. Still I'd like to see Sourceaccess.
- C#
- Assets
- You don't really have to care about the build-system etc. Everything's GUI
- "For all platforms" promise. Actually this is promised even more than by other engines but sadly delivered worse in my experience. But the promise is what they believe as they first do windows and try the Linux-Porting later Hmph.
Unity isn't bad though. Especially the I2CPP stufd looks promising and Linux has improved much. Still I'd like to see Sourceaccess.
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"- C#"
Can't you develop using C# in both UE4 and CryEngine V. Certainly you can in the latter. Plus UE4 has the Blueprint system.
"- Assets"
As far as I can tell there are lots of assets for UE4 and CryEngine V.
"- You don't really have to care about the build-system etc. Everything's GUI"
Is this different with CryEngine V and UE4? Do you have to care about the build system with those?
Can't you develop using C# in both UE4 and CryEngine V. Certainly you can in the latter. Plus UE4 has the Blueprint system.
"- Assets"
As far as I can tell there are lots of assets for UE4 and CryEngine V.
"- You don't really have to care about the build-system etc. Everything's GUI"
Is this different with CryEngine V and UE4? Do you have to care about the build system with those?
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Does anyone know how to download the sourcecode for CryEngine?
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Quoting: Kristian"- C#"
Can't you develop using C# in both UE4 and CryEngine V. Certainly you can in the latter. Plus UE4 has the Blueprint system.
"- Assets"
As far as I can tell there are lots of assets for UE4 and CryEngine V.
"- You don't really have to care about the build-system etc. Everything's GUI"
Is this different with CryEngine V and UE4? Do you have to care about the build system with those?
you can't develop UE4 in C#. unless you want to stay on 4.2 forever. Xamarin completely abandoned it when they realized they can't pull Unity (read up how Unity is stuck on stone age version of Mono and why) due to licensing restrictions of UE4 which prevents that. i think it wasn't 1 month when everything was forgotten it ever existed
there was also another project aiming for C# in UE4, but Ximian practically gave them cease and desist answer with the pricing for required licensing if they went forward
Mono it self is free, but you're not allowed to bundle it with application. you can freely distribute application and require user installs Mono, but for inclusion in your setup you need commercial license.
Last edited by vulture on 21 March 2016 at 3:53 am UTC
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