realbasic-games
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Re: Games in RB

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Games in RB
From: Seth Willits <seth at freaksw dot com>
Date: Thu, 8 Dec 2005 11:33:56 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <002c01c5fc1a$5f0109e0$0200a8c0 at gamepc> <a06200708bfbe1c945deb at [10 dot 0 dot 1 dot 4]>
On Dec 8, 2005, at 9:35 AM, Joseph J. Strout wrote:

You ask "Do you want to make something the level of WOW?" My answer is a definite YES!

I can't seem to find any hard figures for this particular game, however most commercial games of this scale cost between 10 and 20 million dollars to develop (and take several years). Be prepared for that sort of investment, or else scale back your ambitions to something that DOES fit within your budget.

From ign:

"...World of WarCraft's budget (including all the worldwide servers for hosting the game) is hovering somewhere around $40-$50 million," and "60 people have already been working on the project for three years..."


  Can you not switch to full screen mode in RB?

Sure you can.

... using a plugin or declares. It isn't built in.



And with a small fraction of your $10M budget, you could hire somebody (I nominate Frank Condello!) to write a Direc3D renderer for Quesa, and then with the same models and code base, have your game run

...slowly...

under D3D on Windows and OpenGL on Mac and Linux.

REALbasic aside, Nanosaur (old Mac QD3D game) runs so poorly under Quesa it's shocking. Quake 3 runs faaaaar faster and I believe even Doom 3 with all of its per-pixel shading runs faster as well. As Chris mentioned, Quesa seems to have a large bottleneck when it comes to the number of objects it has to render which certainly will have an impact in a MMORPG on the scale of WOW.



There are also a number of direct-to-OpenGL plugins and code modules for REALbasic floating about, though of course those pretty well lock you into OpenGL on all platforms.

If you're not into the idea of requiring OpenGL (GameDev.net had a poll and the API most people preferred was OpenGL [46% vs 38% to DirectX]), there's no reason you can't write an abstracted API that renders with both.




Seth Willits
----------------------------------------------------------
Freak Software - http://www.freaksw.com/
ResExcellence - http://www.resexcellence.com/realbasic/
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