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Author Topic: Antiryad Gx 3.2 with full AROS support  (Read 3017 times)

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Offline OlafS3Topic starter

Antiryad Gx 3.2 with full AROS support
« on: September 08, 2013, 11:10:34 AM »
Antiryad Gx is an unified cross platform and multi core 2d and 3d game engine.
 In development since 1997, Antiryad Gx today rivals and even surpasses many commercial game engines in feature set and stability.

Main features
Complete 2d and 3d graphic engine.
Integrated editor and tools.
Particle, water and volumetric fog effects.
Fast collision system.
Realtime shadows.
Video codec for mobile and desktop systems.
Full game framework.
Network engine.
Modularity, other middlewares like 3d engine, physic, script language or network library can be plugged.
Simplified and documented API completely platform independant.
Supported languages are C, C++ and Gel (embedded fast and simple script).
Develop once for several platforms.
Free with standard license.
Antiryad Gx was used to create more than 35 projects by various companies and organizations.

Antiryad Gx v3.2 released

Antiryad Gx v3.2, a new major version was released.
New features are:
- Added new html/webgl 3d exporter.
- Added new lxo 3d exporter.
- Added new vrml 3d exporter.
- Added new off 3d exporter.
- Enhanced collada exporter.
- Added new video effect generator.
- Enhanced crypt tool.
- Now support AROS platform (with 68k, ppc, x86 and x64 processors).
- Added new Agx/Web start system.
- Updated iOS support.
- Enhanced Gel language.
- Enhanced executable compiler.
- Added new network distribued video compression in videostream.
- Enhanced window editor and grapheditor, keyboard arrows are now used to edit elements.
- Added network http downloader.
- Enhanced warp edition in grapheditor.
- Enhanced templatecompiler.
- Enhanced bitmap VQ compression.
- Important enhancement of video codec.
- Added new high quality video codec with fast compression.
- Added linear filtering in sound object.
- Enhanced antimatedsprite object.
- Enhanced DCT compression to correctly compress alpha chanel in bitmaps.
- Support of sound streaming on more platforms.
- Enhanced videostream object.
- Enhanced bitmap wavelet compression.

More informations and download:
http://www.arkham-development.com/
 

Offline XDelusion

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Re: Antiryad Gx 3.2 with full AROS support
« Reply #1 on: September 08, 2013, 11:06:33 PM »
It looks like it's at about Quake I standards in regards to quality of models, though less blocky.

 The Android clone didn't feature many animations for the bricks and items, so I'm wondering if that is a limitation, or just laziness in game development?

 Enemy AI and responsiveness was looking pretty sluggish. Not even up to par with Quake I AI it would appear.

  So I dunno, if it is an easy to use interface, then I can see some uses for it, but if these games are examples of it's limitations, then I'd say there isn't too much use for it.

 Not trying to be negative here, I'm ALL ABOUT getting new development engines ported over to all things Amiga and BeOS for that matter, but from what I am seeing, this engine is kind of lack luster, and I sincerely hope I am dead wrong.
Earth has a lot of things other folks might want... like the whole planet. And maybe these folks would like a few changes made, like more carbon dioxide in the atmosphere and room for their way of life. - William S. Burroughs
 

Offline OlafS3Topic starter

Re: Antiryad Gx 3.2 with full AROS support
« Reply #2 on: September 08, 2013, 11:20:37 PM »
Quote from: XDelusion;747308
It looks like it's at about Quake I standards in regards to quality of models, though less blocky.

 The Android clone didn't feature many animations for the bricks and items, so I'm wondering if that is a limitation, or just laziness in game development?

 Enemy AI and responsiveness was looking pretty sluggish. Not even up to par with Quake I AI it would appear.

  So I dunno, if it is an easy to use interface, then I can see some uses for it, but if these games are examples of it's limitations, then I'd say there isn't too much use for it.

 Not trying to be negative here, I'm ALL ABOUT getting new development engines ported over to all things Amiga and BeOS for that matter, but from what I am seeing, this engine is kind of lack luster, and I sincerely hope I am dead wrong.


You "sound" a little negative. Besides even if you would be right, how many 3D engines with development environment are available on any amiga platform? Hmmm I do not remember any, you?
 

phoenixkonsole

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Re: Antiryad Gx 3.2 with full AROS support
« Reply #3 on: September 09, 2013, 12:32:04 PM »
http://www.arkham-development.com/screenshots.htm#carmensandiego
 
if I look at the wii screenshots they don't look too shaby. So it may depend on the 3D grafic guys workiing on the games.
 
It is also possible that the "uglier" 3D models are far older (reused from past projects).
 

Offline XDelusion

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Re: Antiryad Gx 3.2 with full AROS support
« Reply #4 on: September 09, 2013, 01:28:56 PM »
Quote from: OlafS3;747311
You "sound" a little negative. Besides even if you would be right, how many 3D engines with development environment are available on any amiga platform? Hmmm I do not remember any, you?


Odamex and the Build Engine. I coun't two. ;)

Not trying to be negative, (as I stated), just posting my honest observations.
Earth has a lot of things other folks might want... like the whole planet. And maybe these folks would like a few changes made, like more carbon dioxide in the atmosphere and room for their way of life. - William S. Burroughs
 

Offline OlafS3Topic starter

Re: Antiryad Gx 3.2 with full AROS support
« Reply #5 on: September 09, 2013, 01:36:09 PM »
Quote from: XDelusion;747350
Odamex and the Build Engine. I coun't two. ;)

Not trying to be negative, (as I stated), just posting my honest observations.

they include a complete programming environment including scripting language?

I tested the example included and I like it (but I am not the "3D shooter" expert (only rarely gaming myself). And if it is not satisfying you then you do not need to use it. And please make judgements after using it (and not only based on some screenshots).
 

Offline XDelusion

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Re: Antiryad Gx 3.2 with full AROS support
« Reply #6 on: September 09, 2013, 09:19:01 PM »
You guys must not read well, you got me all wrong.
 I am always happy to see new development engines like this arrive for anything Amiga related. We've got, as I mentioned, Odamex and Build, not to mention all the Quake engines, free 3D engines, and the up and coming 3D RPG creation kit for AROS (maybe some day), but more is always better.

 Now I am not trying to curse this project, I am just stating that what I saw in the videos (not mere pictures) does not impress me much, and I'm just hoping that the engine is capable of better quality games and that the examples given are just poor examples.
Earth has a lot of things other folks might want... like the whole planet. And maybe these folks would like a few changes made, like more carbon dioxide in the atmosphere and room for their way of life. - William S. Burroughs
 

Offline Methuselas

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Re: Antiryad Gx 3.2 with full AROS support
« Reply #7 on: September 10, 2013, 12:41:44 AM »
Quote from: XDelusion;747308
It looks like it's at about Quake I standards in regards to quality of models, though less blocky.

 


All of this points to an either a) lazy art department or b) an inexperienced one. Yes, the 3d models point to dated work, but it could be the coders of the game are also doing the graphics and maybe they're not as experienced. Maybe they're using artists that aren't experienced or lazy? You don't know how powerful an engine is, until you push it.

Prove me wrong, though. Make your own 3d models for it and use the game engine to build a new game.

I am more curious if the engine supports quads or if it's still using triangles. Does it support normal mapping and/or bump mapping? What about texture mapping, is spec included? Can you use displacement maps? What's the max poly count on weapons and items in-game? Does it have it's own built-in effects or do those need to be created as well? Can I import a map I build in another 3d application to use as a level? What's the max poly count on levels?

Those are questions you should be asking, rather than saying the graphics you see are dated. ;)
« Last Edit: September 10, 2013, 12:43:54 AM by Methuselas »
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Offline XDelusion

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Re: Antiryad Gx 3.2 with full AROS support
« Reply #8 on: September 10, 2013, 12:55:55 AM »
You make a fine point. :)

Quote from: Methuselas;747395
All of this points to an either a) lazy art department or b) an inexperienced one. Yes, the 3d models point to dated work, but it could be the coders of the game are also doing the graphics and maybe they're not as experienced. Maybe they're using artists that aren't experienced or lazy? You don't know how powerful an engine is, until you push it.

Prove me wrong, though. Make your own 3d models for it and use the game engine to build a new game.

I am more curious if the engine supports quads or if it's still using triangles. Does it support normal mapping and/or bump mapping? What about texture mapping, is spec included? Can you use displacement maps? What's the max poly count on weapons and items in-game? Does it have it's own built-in effects or do those need to be created as well? Can I import a map I build in another 3d application to use as a level? What's the max poly count on levels?

Those are questions you should be asking, rather than saying the graphics you see are dated. ;)
Earth has a lot of things other folks might want... like the whole planet. And maybe these folks would like a few changes made, like more carbon dioxide in the atmosphere and room for their way of life. - William S. Burroughs