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Hero Engine: why?


Arkerus's Avatar


Arkerus
01.05.2012 , 11:48 AM | #351
Quote: Originally Posted by Andryah View Post
/signed

People are of course for the most part overlooking anything that is not within 2 feet of their noses.

To all the /ranters.....a couple of things to take time to understand (if you can, or are willing):

1) The engine really is a custom engine at this point, given the huge amount of modifications BW has made to it through development (their own admission, not speculation). It's not revision compatible with new release levels from the license owner. They took a core engine available off the shelf a number of years back and licensed it and modified it from there. It's like buying base code for an application and then changing it and adding to it until it meets your requirements.

2) What is mostly overlooked by the forum "experts" on game engines is that there are several components to the engine. You see the client rendering side of the engine. BUT there is also a developer side of the engine which is really where the power is for BW. If you have ever seen a demonstration of the developer modules of this engine, you will see why the developers like it so much. It's what gives them the ability to create the world you see in game. Go back to some of the early podcasts and see what BW shared in this regard. The developer side of the engine allows them to run concurrent story boarding, design, and polish on content development, and then regression test and release to the client side at a scale that has probably not been done before.

If you want to /rant and make excuses for yourself as to why to hate the game or bugs in the game, fine. Do so. But you look silly trying to pin it all on the game engine and the fact that they did not completely scratch build all the code from the foundaion up.

I tried to make this same point 100 times. There was a giant list of CTQs (or requirements) when building this game.

They obviously chose the engine that met most or all of the most important requirements. That engine happened to be the Hero engine and they built a game around it.

No one in this thread, unless they work at Bioware, knows what that list was or what the developers needed. All we have are armchair quarterbacks who think they know why Bioware chose this engine.

The engine, is most likely, not the root cause of the issue. It most likely the application of custom development that is creating issues.

Anything buggy with the engine is probably being dealt with by the engine staff or the supplier.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

BluePlatypus's Avatar


BluePlatypus
01.05.2012 , 11:53 AM | #352
Quote: Originally Posted by Andryah View Post
2) What is mostly overlooked by the forum "experts" on game engines is that there are several components to the engine. You see the client rendering side of the engine. BUT there is also a developer side of the engine which is really where the power is for BW. If you have ever seen a demonstration of the developer modules of this engine, you will see why the developers like it so much.
I assume you're talking about HeroBlade, the dev environment? I think it seems pretty par for the course in regards to what else is out there. What are you talking about specifically?

Andryah's Avatar


Andryah
01.05.2012 , 11:53 AM | #353
Quote: Originally Posted by ChuckThePug View Post
Will this engine handle a maxed zone of pvpers or crash like WH did?

That is my concern.
The engine is rarely the cause of this sort of thing. And based on the information that has trickeled in from users, this does not sound like a problem with the engine itself.

There are issues the engine (which BW has acknowledged they are working on), but zone crashing isn't the engine. When a zone crashes, it affects every player, and it's generally server side.

But clearly, you need a single bullseyed target to apply your dissatisfaction toward. It's just that the engine is the wrong target in this case.
When you find yourself surrounded by hostile Clowns... always go for the "Juggler" first.

youwillburn's Avatar


youwillburn
01.05.2012 , 11:53 AM | #354
Quote: Originally Posted by Perfik View Post
you are continuing to look more s***d than your previous post

let me answer

A) see below
B) Subjective yes misspelled. You said "loads of bugs and problems" and yet you linked me the ONE major problem that SWTOR has and they said in public they working as top priority to that. Last time i checked one =/= loads.
C) Are we gonna count the developement cycle or the "live" beta testing? i am confused. You still didnt' answer me why the perfect wow engine still has charge bug and vanish bug that "destroy" 2 signature moves from 2 classes? (i do not count that the people have learned to live with that)

who is the Biodrone and who is the Pandalover ??
Why so defensive?

B)There a thread with hundreds of broken quests, skills in addition to the MAJOR issue of the animation problem. So funny you're trying to focus on the one thing I linked that breaks the game for every class in attempt to forward your argument. So you're basically saying aside from that one huge game breaking bug no other bugs exists in this game. Ok Mr Biodrone.

C)Hey genius, if I make a terrible homemade computer tomorrow for sale and my excuse was "Apple was just as bad when they started" I guess that will totally fly. But of course, logic don't apply to you.

youwillburn's Avatar


youwillburn
01.05.2012 , 11:55 AM | #355
Quote: Originally Posted by Arkerus View Post
I tried to make this same point 100 times. There was a giant list of CTQs (or requirements) when building this game.

They obviously chose the engine that met most or all of the most important requirements. That engine happened to be the Hero engine and they built a game around it.

No one in this thread, unless they work at Bioware, knows what that list was or what the developers needed. All we have are armchair quarterbacks who think they know why Bioware chose this engine.

The engine, is most likely, not the root cause of the issue. It most likely the application of custom development that is creating issues.

Anything buggy with the engine is probably being dealt with by the engine staff or the supplier.
Of course that doesn't apply to you. You know exactly why they chose this engine.

Andryah's Avatar


Andryah
01.05.2012 , 11:57 AM | #356
Quote: Originally Posted by BluePlatypus View Post
I assume you're talking about HeroBlade, the dev environment? I think it seems pretty par for the course in regards to what else is out there. What are you talking about specifically?
I'm talking specifically about the fact that it enables a high degree of concurrent design, from story board through animation and texturing (without design siloing, which is where a lot gotcha bugs are created, and wasted rework cycles drain resources) AND that they did not have to scratch build the design environment since they licensed and leveraged existing code.
When you find yourself surrounded by hostile Clowns... always go for the "Juggler" first.

BluePlatypus's Avatar


BluePlatypus
01.05.2012 , 11:57 AM | #357
Quote: Originally Posted by Arkerus View Post
The engine, is most likely, not the root cause of the issue. It most likely the application of custom development that is creating issues.

Anything buggy with the engine is probably being dealt with by the engine staff or the supplier.
Those are two staggering speculations coming from someone who is derisively accusing people of "armchair quarterbacking".

Ultimately, you can't have it both ways. You cant claim that no one in this thread knows about, or as worked with, HSL (two invalid points by the way) on one hand, and then on the other hand claim to know what's creating issues and how those issues are being dealt with.

The vendor is probably going to be of limited help, but future revisions to the engine can be backported by BW. This is not at all unusual with modified software.

iain_b's Avatar


iain_b
01.05.2012 , 11:57 AM | #358
BTW- as for why BioWare chose the HeroEngine...

Quote:
What elements of the backend design-- of the production process; which ones are they using HeroEngine for and which ones had they done more in-house?

Neil: My understanding is that the production process is largely intact from HeroEngine. There's some upgraded features that we've added and some upgraded features that they've added but by-and-large it's the same thing. The whole concept of doing your development online in real time with your entire team logged in to the same development server remains intact.

That is really why they licensed it. That's the thing that makes this so special.
http://massively.joystiq.com/2008/12...lics-game-eng/
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Andryah's Avatar


Andryah
01.05.2012 , 11:59 AM | #359
Quote: Originally Posted by youwillburn View Post
Of course that doesn't apply to you. You know exactly why they chose this engine.
lmao.

I'm guessing that his statement "No one in this thread, unless they work at Bioware, knows what that list was or what the developers needed." was completely lost on you.
When you find yourself surrounded by hostile Clowns... always go for the "Juggler" first.

elvinu's Avatar


elvinu
01.05.2012 , 11:59 AM | #360
Quote: Originally Posted by Perfik View Post
you failed .............. hell even now WoW has some horrible bugs (vanish bug,charge-Jump bug etc)

you are clueless seriously
i play assassin and a rogue. the vanish in this game is... so buggy..it's...non existent in combat. the pet goes wild, the mobs brake it, etc. in wow at least i can vanish. and the vanish spell itself it's op. but that is another discussion.

as for hero engine, single thread tells the story. seriously in multi-thread era, this is a disappointment. even a game like wow (7years old) added this.

and, why not other engines like HAVOK? (GW2 is using it)
"Victory is the only truth that matters" one smart Zealot.