In case you don't know it, i will tell you this... Guild Wars 2 as The Withcer 2, C9, SUN... and lots of them are made with the same game engine, Path Engine.
Good gaming.
Witcher 2 ?
In every interview they claim its their own inhouse developed engine.
I think there are some misunderstandings here. The engine OP is talking about, the PathEngine, is the engine used, as the name says, for path finding. It has nothing to do with the graphical engine ANet uses for Guild Wars 2, which is indeed a homebrewed engine.
I think OP saw the word engine, and immediatly thought it was about the graphics engine. Some things in a game need more than just a graphics engine alone to work.
A powerful and well-defined motion space description (essentially:augmented navigation meshes for ground management + static and dynamic obstacle detail + automatic expansion by pathfinding agent shape).
Paired pathfinding and collision, for efficient and effective reactive behaviours and fundamentally robust movement planning.
Fast pathfinding over long distances, with no aliasing.
Paired pathfinding and collision, for efficient and effective reactive behaviours and fundamentally robust movement planning.
Does this mean that players will have collisions? Would solve the argument (Referring to the huge argument topic about whether or not we wanted 'body block' ). Or does it just mean collisions with environment?
EDIT: Oops ignore that, answered my own question - no player collisions:
Originally posted by Warband Originally posted by thedarkess i hope z-axis segement of the game won't be just jumping around, but something much better...
Pretty sure they'd be using the Z axis pretty heavily, since half the games pve content will be underwater as well as many of the games skills physics
I hope the arrow fire from player bow will obey the law of gravity as well as some type of fireball.
Guild Wars 2 uses a heavily modified Guild Wars game engine which includes support for true 3D environments, more detailed environments and models, better lighting and shadows, new animation and effects systems, plus new audio and cinematics engines and a more flexible combat and skill-casting system.[5] It uses Havok to provide destructible environment and ragdoll animation of creatures[6] and Umbra's occlusion culling technology.[7]
Required system specifications have not been released. The aim is for Guild Wars to run great on 'mainstream' or 'mid-range gaming' PCs.
The control system is going to be changed, in particular mouse movement in the form "click to move" will be removed from the game, [8] however target locking will still function.
Guild Wars 2 uses an improved version of the proprietary Guild Wars game engine. Improvements to the engine include true 3D environments,[1] enhanced graphics and animations[2] and the use of the Havok physics system.[1] The developers say the engine now does justice to the concept art for the game and concept art will be integrated into the way the story is told to the player.[3]
Sorry but ArenNet has made their own engine,a game has engines for different things you know.
And their engine would be? If the Path Engine is one of the engines used for "different things"... So they have at least 2 game engines... maybe 3 or 4. What i can say to you is that they developed a diferent engine based on the Path Engine... maybe i'm not correct but, give me facts, like i did. Show me where is the ArenaNet game engine and i'll be convinced.
And their engine would be? If the Path Engine is one of the engines used for "different things"... So they have at least 2 game engines... maybe 3 or 4. What i can say to you is that they developed a diferent engine based on the Path Engine... maybe i'm not correct but, give me facts, like i did. Show me where is the ArenaNet game engine and i'll be convinced.
And their engine would be? If the Path Engine is one of the engines used for "different things"... So they have at least 2 game engines... maybe 3 or 4. What i can say to you is that they developed a diferent engine based on the Path Engine... maybe i'm not correct but, give me facts, like i did. Show me where is the ArenaNet game engine and i'll be convinced.
Didn't I just do that the post above you???
I know all that!!! What i don't know and it seems you too, is where is the new Guild Wars Engine????
Edit: Like i said they are using an engine and some tools for developing their own engine.
can you please explain to us , in laymen terms, what the Path Engine does?
it does what it calls.
and one more thing to OP... for example while developing something I'm using lucene library for search purposes.
should I die in pain because I didn't write it by myself?
so if GW2 devs think this engine suits their needs for path finding and they will spend less money if they just buy and use it than reinvent a wheel - it is more than ok.
can you please explain to us , in laymen terms, what the Path Engine does?
it does what it calls.
and one more thing to OP... for example while developing something I'm using lucene library for search purposes.
should I die in pain because I didn't write it by myself?
so if GW2 devs think this engine suits their needs for path finding and they will spend less money if they just buy and use it than reinvent a wheel - it is more than ok.
I see... So path finding and all that stuff related is powered by Path Engine as the other game components are for the respective tools. I think we all agree on this one, right?
Edit: And all combined give us the new Guild Wars Engine.
I think the confusion is stemming from the fact that Ubilis seems to compile everything physics, pathing, graphics into what he calls the GW2 Engine. And seeing that ArenaNet has licenced Different engines to run different aspects of the game that to him means that ArenaNet didnt develop didley squat.
However Ubilis when you say engine in relation to a game, people think graphics and to a greater extant physics. So this Path Engine, which deals with Pathfinding and other misc has no relation to what they are talking about.
zomg...I just hope I can use dash and drop agro instantly again.
The PathEngine SDK
PathEngine is a sophisticated middleware tool-kit for the implementation of intelligent agent movement, built around an advanced implementation of points-of-visibility pathfinding on 3D ground surfaces.
At the heart of the SDK is a well-defined agent 'movement model', with pathfinding and collision both provided in tight integration against this movement model.
This kind of integrated collision architecture is key to the implementation of fundamentally robust movement.
The toolkit also comes with powerful content processing and ground management functionality, a graphical testbed and associated tools.
Comments
Sorry but no. ArenaNet has their own engine they have made themselves.
Witcher 2 ?
In every interview they claim its their own inhouse developed engine.
I think there are some misunderstandings here. The engine OP is talking about, the PathEngine, is the engine used, as the name says, for path finding. It has nothing to do with the graphical engine ANet uses for Guild Wars 2, which is indeed a homebrewed engine.
I think OP saw the word engine, and immediatly thought it was about the graphics engine. Some things in a game need more than just a graphics engine alone to work.
links and explanation would have helped OP, but good find
lists Arenanet & GW2 as client http://www.pathengine.com/clients.php
http://www.pathengine.com
PathEngine's sophisticated points-of-visibility core means:
A powerful and well-defined motion space description (essentially:augmented navigation meshes for ground management + static and dynamic obstacle detail + automatic expansion by pathfinding agent shape).
Paired pathfinding and collision, for efficient and effective reactive behaviours and fundamentally robust movement planning.
Fast pathfinding over long distances, with no aliasing.
must be how GW2 found its z-axis
Have fun storming the castle! - Miracle Max
i hope z-axis segement of the game won't be just jumping around, but something much better...
Guild Wars 2 Youtube Croatian Maniacs
My Guild Wars titles
Does this mean that players will have collisions? Would solve the argument (Referring to the huge argument topic about whether or not we wanted 'body block' ). Or does it just mean collisions with environment?
EDIT: Oops ignore that, answered my own question - no player collisions:
http://www.arena.net/blog/eric-and-ben-answer-your-questions-about-warrior-and-traits
Pretty sure they'd be using the Z axis pretty heavily, since half the games pve content will be underwater as well as many of the games skills physics
I hope the arrow fire from player bow will obey the law of gravity as well as some type of fireball.
Sorry but yes...
Path Engine clients:
http://pathengine.com/clients.php
Sorry but ArenNet has made their own engine,a game has engines for different things you know.
Guild Wars 2 uses a heavily modified Guild Wars game engine which includes support for true 3D environments, more detailed environments and models, better lighting and shadows, new animation and effects systems, plus new audio and cinematics engines and a more flexible combat and skill-casting system.[5] It uses Havok to provide destructible environment and ragdoll animation of creatures[6] and Umbra's occlusion culling technology.[7]
Required system specifications have not been released. The aim is for Guild Wars to run great on 'mainstream' or 'mid-range gaming' PCs.
The control system is going to be changed, in particular mouse movement in the form "click to move" will be removed from the game, [8] however target locking will still function.
From here: http://wiki.guildwars2.com/wiki/Guild_Wars_2
Guild Wars 2 uses an improved version of the proprietary Guild Wars game engine. Improvements to the engine include true 3D environments,[1] enhanced graphics and animations[2] and the use of the Havok physics system.[1] The developers say the engine now does justice to the concept art for the game and concept art will be integrated into the way the story is told to the player.[3]
From here: http://en.wikipedia.org/wiki/Guild_Wars_2
I know however that GW2 have licensed a program to run effects like lightnings, shadows and so on.
And their engine would be? If the Path Engine is one of the engines used for "different things"... So they have at least 2 game engines... maybe 3 or 4. What i can say to you is that they developed a diferent engine based on the Path Engine... maybe i'm not correct but, give me facts, like i did. Show me where is the ArenaNet game engine and i'll be convinced.
Didn't I just do that the post above you???
I know all that!!! What i don't know and it seems you too, is where is the new Guild Wars Engine????
Edit: Like i said they are using an engine and some tools for developing their own engine.
they are also using C++ and directx which they didn't develop.
what a shame right?
we are all using top-mid level tools to develop our own higher lvl tool in fact.
why should we want to invent a wheel if somebody has already invented it?
we just take it use it and invent a car with 4 weels.
got it?
Ubilis
can you please explain to us , in laymen terms, what the Path Engine does?
Have fun storming the castle! - Miracle Max
it does what it calls.
and one more thing to OP... for example while developing something I'm using lucene library for search purposes.
should I die in pain because I didn't write it by myself?
so if GW2 devs think this engine suits their needs for path finding and they will spend less money if they just buy and use it than reinvent a wheel - it is more than ok.
I see... So path finding and all that stuff related is powered by Path Engine as the other game components are for the respective tools. I think we all agree on this one, right?
Edit: And all combined give us the new Guild Wars Engine.
I think the confusion is stemming from the fact that Ubilis seems to compile everything physics, pathing, graphics into what he calls the GW2 Engine. And seeing that ArenaNet has licenced Different engines to run different aspects of the game that to him means that ArenaNet didnt develop didley squat.
However Ubilis when you say engine in relation to a game, people think graphics and to a greater extant physics. So this Path Engine, which deals with Pathfinding and other misc has no relation to what they are talking about.
zomg...I just hope I can use dash and drop agro instantly again.
The PathEngine SDK
PathEngine is a sophisticated middleware tool-kit for the implementation of intelligent agent movement, built around an advanced implementation of points-of-visibility pathfinding on 3D ground surfaces.
At the heart of the SDK is a well-defined agent 'movement model', with pathfinding and collision both provided in tight integration against this movement model.
This kind of integrated collision architecture is key to the implementation of fundamentally robust movement.
The toolkit also comes with powerful content processing and ground management functionality, a graphical testbed and associated tools.
http://pathengine.com/overview.php
yeah sweet a pathing thread, lets jack this into a rendering thread.
Umbra Graphics Software purchased by ANet
http://www.umbrasoftware.com/index.php?company&news=29
Rendering software, that's new! No more tools for the development of Guild Wars 2 new engine?
Actually reading up on Umbra, gives me a bit of hope if I dont manage to upgrade my system in time. A small section ripped from Wiki.
Umbra Software specializes in visibility optimization. Umbra provides visibility optimization middleware for games on PC and console platforms.
And Ubilis..almost no one fully develops their own game anymore. Many do and always will licence bits and pieces from other companies.