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Ok, let me try and be more clear then.
Considering that the HL engine was a fork of the Quake engine, and a Valve developer states that Source is a fork of the HL engine, is it still not "clear to you" how there is a "development path forking directly from the Quake engine"?
That's not part of the quote I posted.
Now, regardless of whether they've removed all the Quake code or not, do you still fail to see that Source has a "development path forking directly from the Quake engine"?
I was quoting Valve developer Erik Johnson as indicated in my post, not wikipedia.
So despite the fact that Source is a fork of GoldSource (see the quote of Erik Johnson) and GoldSource is a fork of Quake, you are still unable to see any contiguous development path?
As far I can tell you think I am making two arguments: the "Source engine is ultimately based on the Quake engine if you trace it back far enough", and it has a "development path forking directly from the Quake engine".
Personally I meant these statements to have equivalent meanings
Can we at least agree that the Source engine has a "development path forking directly from the Quake engine" given that Source forked from GoldSource, and GoldSource forked from Quake?
I'll ask again, can we agree that the Source engine had a "development path forking directly from the Quake engine" keeping in mind that it is a fork of a fork of the Quake engine?
Moofasa~ said:Just because they temporarily used portions of the GoldSource engine to test certain portions of the Source engine doesn't mean the "Source engine is ultimately based on the Quake engine".
You still haven't answered my question: Do you agree that the source engine has a "development path forking directly from the Quake engine"? A yes or no will suffice.
Moofasa~ said:Not at all
Moofasa~ said:of course not
Moofasa~ said:Just because they temporarily used portions of the GoldSource engine to test certain portions of the Source engine doesn't mean the "Source engine had a development path forking directly from the Quake engine".
if you do not believe...
Moofasa~ said:How can the Source engine be "ultimately based" on the Quake engine if it doesn't share any common code?
Link. Anyone here have a source that'd be sufficient in contradicting this?John Carmack said:"I still take a degree of pride in the fact that there's still a bit of me, a bit of Quake I code, left in the Source engine. Try looking sometime and you'll probably still find comment fields from Robert Duffy and myself."
"I look through it and think, I wrote that 10 years ago. .. They had the Quake I license, built Half-Life on it and just kept building and creating on top of that. They bought out their license with us to have infinite distribution. There's a lineage and a character there and I'm real happy being a part of that."
Link. Anyone here have a source that'd be sufficient in contradicting this?
I find it strange that Valve book would say, quite specifically, that there is no original Quake code in Source (are you referring to "the making of" book?). That's not really something you'd say in passing. What does the passage say exactly?
I suppose there's no easy to way to confirm this either way. Either Valve's "lying", or John's "lying". Might as well just pick a side.
I'm going with the Source. It runs well and it looks realistic. I still think that only Crysis has the same realism that HL2 does, and it takes twice the horsepower to run it.
UE3 runs really well, but the textures look muddy and everything has a look and feel that looks like an odd drawing. It looks good, but there's no sense of "this looks REAL." None of the licensed games look realistic either, so I just think it's not capable of outputting the look and feel I want without more modification.
CryEngine 2 is probably the best overall, but right now it's a system hog that none of us can truly fully experience. Hold this poll again next fall and I bet you'll see it winning easily.
For now, the Source engine looks wonderful and will run perfectly on hardware from 3 years ago. The physics, textures, facial expressions, sound, controls, etc. are all perfectly tuned for current hardware and have been since its release. There's something to be said for getting a flawless running/looking game that everyone can play.
With Crysis, you're pretty much stuck using a DX10-level card unless you want everything to be a low-detailed mess or slideshow.
Cry2engine is not a factor.. like farcry before it.. engine adoption has been lacking for the company. They look great dont get me wrong, but making a game look good, and making it run well for the consumer base and being adopted by other game companies are too differant things.
darkar said:Source (valve) : Started from the orginal quake engine, half -life.. Popularity from Half life+mod Counter-strike ultimatly proved the launching ground for the company. (nobody can deny that).. Source was the updated engine and through high recognition of the fanbase, and ease of use of the new content delivery Steam, has proved Source to be a large force with both delivery and excelent graphics. Making adoptation for other game companies easy as part of the STEAM network.
I'm going with the Source. It runs well and it looks realistic. I still think that only Crysis has the same realism that HL2 does, and it takes twice the horsepower to run it.
UE3 runs really well, but the textures look muddy and everything has a look and feel that looks like an odd drawing. It looks good, but there's no sense of "this looks REAL." None of the licensed games look realistic either, so I just think it's not capable of outputting the look and feel I want without more modification.
CryEngine 2 is probably the best overall, but right now it's a system hog that none of us can truly fully experience. Hold this poll again next fall and I bet you'll see it winning easily.
For now, the Source engine looks wonderful and will run perfectly on hardware from 3 years ago. The physics, textures, facial expressions, sound, controls, etc. are all perfectly tuned for current hardware and have been since its release. There's something to be said for getting a flawless running/looking game that everyone can play.
With Crysis, you're pretty much stuck using a DX10-level card unless you want everything to be a low-detailed mess or slideshow.
Sorry but Valves marketing is SHITE.
They cannot get a release date accurate to within about a year of the actual release date. They totaly arsed up the whole back box/orange box thing where they basically made loads of gamers buy HL2 and Ep1 again.
I really can't think of any worse marketing of recent history.
Crytek really shot themselves in the foot with Cry Engine's architecture support. It's fantastic for outdoor stuff, but it was like they didn't really give much though to buildings and indoor environments. If you want to market an engine, you need to make it useful for things beyond the one game you want to make with it. I'm pretty sure that's why Cry Engine 1 didn't get licensed.


