Elections are over… I’m O.D. on politics and all manner of social issues. Bah, Humbug. I have also disabled comments on my articles here, because the Wordpress security seems not to be able to trap the spammers. Someone always spoils a good time. I would gladly post comments sent to me via email weshowe {AT} yahoo {DOT} {COM}. As long as they are civil, I can withstand controversy.
I am going to applaud something new I tried, and bought, the C4 game engine. Previous blog entries have shown I own a license to the Torque engine, which is pretty much shelved at this point. I tried some other game engines, but they are not able to deliver the simplicity of solutions C4 does because of the great efforts that have been put into creating a “little or no” programming environment solution.
If you want to work with C4, be prepared to use your Visual Studio 2008 C++ compiler on it (the free express edition works). I managed to compile it with VS 2005, but it was a nuisance to edit all of the project files, so I went ahead and upgraded myself to VS 2008. An early Christmas present from me to me.
Among the things I like is that the game code you construct, which can access any of the game engine capabilities, is compiled into a DLL. You get the entire source for the engine with your license, but one of the issues is support… the further you drift from the stock game engine, the more work is required as new releases of the engine are released to integrate all of your changes with new source files.
In all of my tests here, the engine is quite stable. It ran poorly (just slow and jerly motion) at one point when Microsoft Update “updated” my video driver to an 18-month old one. While I have that update hidden and the newer driver reinstalled, that is probably a sore spot with developers, because MS should not be updating newer drivers with older ones.
The tools for level building are included with the engine, and while they have a MAC look and feel to them (it uses non-windows buttons and gadgets that are available for use in games), which I find mildly annoying (opinion, many people love the MAC look and feel). But they work, surprisingly well. Importing graphics is limited to TGA format and meshes/animations to COLLADA. This presents some issues in designing a pipeline for art assets, but Autodesk has a FBX/COLLADA converter that works well and costs only the extra time required to register before downloading it. With it, I was able to export models in FBX from MilkShape, convert to COLLADA with the Autodesk tool and import into the game engine. I have had an issue with scaling and I think I lost the fourth skin weight, but mesh and animations worked. The COLLADA exporter for MilkShape does not export the animations, at least not through version 1.8.4.
There are some deficiencies, most noticably the absence of support for morphing (blends). This is on the development schedule, but is really important for good facial animations. Movable joints just don’t look realistic enough in higher detail. The author [Eric Lengyel] has put great effort into developing the product, and his technical qualifications are probably second to none.