Open 3D Engine (O3DE) from the Open 3D Foundation is what was once Amazon Lumberyard, now open source it's just had a first major stable release. This 21.11 version comes as a result of work done together with the likes of Adobe, AWS, Huawei, Intel, and Niantic and hundreds of community contributors.
“With the first major release of the engine, developers and content creators can get started faster—and have confidence that the core components of the engine are stable and supported,” said Royal O’Brien, GM of Digital Media and Games for the Linux Foundation. “Engine builders, 3D simulation developers, and metaverse developers can use O3DE’s open standards and wide range of content creation tools to build the multiplatform 3D experiences of the future, today.”
On the subject of Linux support, it's now officially in the preview stage for both the editor and runtime.
Lots of features were added to the engine including performance profiling and benchmarking tools, an experimental terrain system, a Script Canvas integration for the multiplayer networking system, and an SDK to facilitate engine customization with platform support for Windows, Linux, MacOS, iOS, and Android and much more.
See the official announcement for more.
https://issueexplorer.com/issue/o3de/o3de/4898
Last edited by Binogure on 2 December 2021 at 5:27 pm UTC
Quoting: BinogureThat's funny cause I recently tried this engine, and I can tell the binary will work only with the specified Ubuntu version. Its broken on Arch and Debian. But there is a workaround, sharing a link to the root issue:
https://issueexplorer.com/issue/o3de/o3de/4898
Bummer. You're right. It is broken. In my case it fails with clang/libclang bein' the wrong version, rather than libssl issues, and it's unable to install the right version due to conflicts. Guess I'm stickin' with Godot for now while they get the early issues worked out of this one.
Yeah, let's all just keep our attention on Godot because this is a waste of our collective time imo...
Last edited by TrainDoc on 11 January 2022 at 3:02 pm UTC
Quoting: TrainDocYeah, let's all just keep our attention on Godot because this is a waste of our collective time imo...
To be fair, I don't think this engine is meant for small Indie studios and one-person devs. This is more for large projects that need all the advanced features and can handle the complexity in return.
It's still great to have, because it's the only FREE engine of its kind, and it might be of interest for large studios that want 100% full control over their project, but still don't necessarily wish to develop their own in-house engine.
Personally, I guess I will stick to Godot, haha!
Last edited by Kimyrielle on 2 December 2021 at 7:31 pm UTC
Quoting: BlooAlienI got nothin' against this existing, if for no other reason than having one more choice available in the cross-platform game engine space. Still gonna use Godot myself, but happy there's another option out there, even if it's not the right choice for me. Looking forward to Godot 4.
Based on latest Steam Next Fest, indie developers have really started adopting Godot, so you will surely not be alone.
Quoting: BlooAlienI got nothin' against this existing, if for no other reason than having one more choice available in the cross-platform game engine space. Still gonna use Godot myself, but happy there's another option out there, even if it's not the right choice for me. Looking forward to Godot 4.Lotta people looking forward to Godot 4, near as I can tell.
Quoting: KimyrielleQuoting: TrainDocYeah, let's all just keep our attention on Godot because this is a waste of our collective time imo...To be fair, I don't think this engine is meant for small Indie studios and one-person devs.
...
Personally, I guess I will stick to Godot, haha!
While I agree with your reasoning, Godot can absolutely be done at scale and has been done (see sonic colors ultimate) it's just that Godot has been focusing on getting engine fundamentals out of the way before going into larger scale tooling like that. Stand by my waste of time assessment but I totally see where you're coming from. Here's hoping that this actually becomes something useful, but of course I would rather use tooling and code originally developed as FOSS/OSS which tends to have a "right solution" quality to it.
Edit: I would communicate that I would hope that developers in the FOSS community aren't focusing on this because personally I think there time is better spent elsewhere is more what I meant to imply.
Last edited by TrainDoc on 3 December 2021 at 6:29 am UTC
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