Reactor
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Sorry, late reply- email notifications don't seem to get sent to me. I understand it fairly well, but I'm no expert. But hey, as happy as I am to admit that, it doesn't matter if I am or not. As I said, the professional side of the indie game dev community don't consider it a viable option. That speaks volumes in itself. Maybe kids like mucking around with it, but guys working hard on commercial games know there's better out there. Plus, it doesn't matter if they're not experts at the Blender engine either (before you bring that argument up) because as expert coders and game designers, they can easily adapt to and identify the best tools. These guys, unlike me, have been coding games for a huge number of years. To my knowledge, all of them have taken a look and said, "No, this won't do." As I said, if you think I'm wrong, go and post over there and see what they say. Maybe you'll find some guys who do like it! I don't know- I just know every comment I've seen (from the knowledgeable guys, not those just getting started) hasn't been positive towards it. My overall point is this (which answers your other questions/comments)- people who don't make games don't understand what tools are best for making games. You can claim that Blender is a great game making tool, and that the difference between one tool and another is superficial. However, the guys out there starting and finishing games that people want to pay for (ie: high quality, well put together games, containing every aspect that constitutes a full game) wouldn't take your comments seriously. Their statement to you would be- "First make a game and then come say something." Armchair experts are all over the place these days. And, that'd be a fair comment. Who would listen to a mechanic who has never fixed a car? Obviously no one. And look, let me just say- I have no issue when someone is passionate about something like the Blender game engine, or about something like Visual3d.NET. That's cool. No worries at all. But, it does seem strange to me when certain people run around with a megaphone proclaiming one thing about game development tools, when the guys who really are out there producing the games are saying very different things. I hope all of that makes sense. If it doesn't, I guess there's nothing else I can to get my point across. Peace. Out.
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3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
I have exactly the same results as philnolan3d... still -
That's a decent enough request Ghostdog... I'll try and restrain myself in future
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3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Just a quick question- was the drag-drop issue resolved in any of the updates? I realise it's a difficult one to diagnose... I'm more curious at this point. -
The 'Blender is hard to use' issue aside, that's not what I'm talking about. Really? I'm an indie game dev. Who are you? How many games have you shipped, and what experience do you have which gives you the ability to declare it a good game development tool? You're at adds with every game dev I know. If you don't believe me, pop on over to the indiegamer forums and ask how many successful developers have chosen to work with the Blender game engine over the other alternatives (which obviously cost money). Last count I think it was... zero. You know, the people who are saying it's bad aren't software always n00bs- a lot of them are the guys who founded the entire CG industry. You sound like a n00b, trying to portray them as people who don't know what it is they're doing. But, I'm not going to argue this point with you. You're obviously a fanboy who has gotten used to the UI and enjoys it. That's fine in itself- just try and resist the urge to look like an idiot and declare it as the most amazing thing in the universe. It's not.
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I'm a Shiva user. It has its weak points currently, but where it's strong, it's very strong as a middleware solution. The low-end version really packs a punch for the money, and the devs are always on the forums listening to what people need. The coming versions (free, until 2.0) are going to be pretty impressive if the 1.8 beta is any indication. And has a workflow from hell. There's a good reason the 'net isn't flooded with Blender games. On a side note, did anyone mention 3DRad, which is free?
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3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Yes, yes I was. I agree with leigh about the focus of 3D Coat. Animation is a huge thing to tackle. Most people into CG have zero idea about the true complexities of rigging and animation. It's a seriously complicated business, and the tools which pro animators work with are often little more than a pile of scripts, designed to get around the myriad of issues which arise. A professional animation program is a lot more than a bunch of nice looking tools. If 3D Coat were to go down the animation route, I doubt it'd be accepted as anything more than a casual animator's toy. What I'd like to see now is some rock-solid stability of 3D Coat, and those nagging few usability quirks taken care of, such as conflicting keyboard shortcuts. -
3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Motionbuilder is primarily used for handling mo-cap data. Why on earth would Andrew and the gang make an animation app to rival Motionbuilder, when the vast majority of 3D Coat users aren't in the market for that kind of functionality? I know you're excited about making things move, but... -
3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
This is exactly my problem. I'm running Vista, 32bit. I'm not sure how you can look into this one Andrew, but thanks for doing so! -
3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
What do you mean by moderated? Same, drag and drop still doesn't work in .5 On a side note Andrew, is it possible (while downloading all of these .1 updates to test) to have a smaller download, possibly without DirectX included? That is of course if I'm correct that DirectX is included in the package. Either way, if it's possible, it'd be nice -
new video possibilities Zbrush 3.5
Reactor replied to chris_solo's topic in CG & Hardware Discussion
Well said Andrew. One hammer for one type of nail, and one for another. Both Zbrush and 3DCoat are handy to have in the ol' tool box. -
3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
He did? I don't read that. But, either way... it's bed time for me -
3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Eh? How has it been fixed? It doesn't work at all for me. Andrew, the number one thing for me (aside from a few other workflow adjustments and bug fixes!) is this, so thankyou for trying to get it going. Being able to drag drop images to make materials sounds like a dream come true. Right now though, as mentioned, I can't do that... so something's not quite right. EDIT: I should mention, I'm running CUDA, but the problem is in both Opengl and Direct X. -
3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
I've tried drag dropping from Chrome and from plain old explorer. I don't even see an error- the pointer simply changes from the plus to the crossed circle, preventing me from doing anything. -
3D-Coat 3.1 updates thread
Reactor replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Sorry, I should have read above. Vista 32 is what I'm using.