Inovae engine as a service

Hey everyone,

Just thought I would share this - the folks over at I Novae Studios are more than likely going to implement an "Engine as a Service" sort of deal for their engine. Which will include all of their development tools for a monthly fee. They are currently looking for feedback on price and a few other things.

They are looking at the price of $7.00 USD a month per user which I think is a bit to low for what they offer.

The money would go toward polishing, further development of their tools and the like.

You can find video of the engine in action here - here

Anyway here is the thread - Link

What do you guys think?

- Ben
 
I think it's impressive looking tech, but they have been in development hell for way too long. There's very little way to judge whether their engine may be interesting to other developers without seeing at least some form of documentation first.
 
I think it's impressive looking tech, but they have been in development hell for way too long. There's very little way to judge whether their engine may be interesting to other developers without seeing at least some form of documentation first.

From what I understand they plan to put up a wiki with some documentation on the tools they have at the moment. When their EaaS goes live.
 
They are looking at the price of $7.00 USD a month per user

I guess this might work for professional applications, but it's the wrong pricing sheme for games. I don't think their engine is really that special, a few good 3D programmers can develop that quickly enough.
 

Seconded. I think it's very much special tech, and aside from Space Engine I haven't seen something on that level of sophistication and scale.

They do oversell it a bit as being the "first" of its kind (it is not), but aside from that, still very impressive and definitely not something your average developer can churn out in a few months.
 
I always find other people's engines just a short term win.
By the time you have learnt enough to use them effectively, you may have well just spent your time rolling your own code...
Just sayin' :rolleyes:
 
I always find other people's engines just a short term win.
By the time you have learnt enough to use them effectively, you may have well just spent your time rolling your own code...
Just sayin' :rolleyes:

Well I disagree.
It depends on situation and what your game vision is. And if a licensable fits that perfect or partly or not at all.
Also if there is a large codebase from previous games. Or just start as new studio.

My personal game idea's.

No starting from scratch.
Example are DayZ and CS

I want to innovate FPS games. More a different few of balancing and game mechanics.

the requirement for this is even more extreme. Take a existing game supporting mods and do a total conversion mod.
Prototyping would be make just some game rulez mutation mods.

Starting from scratch set you back at the start. Total conversion or minor mod of rebalance mod. You are very close to the end fase. While doing your own set you back all the way. The work is more developing your own uniek content.
But reusing content of the game the mod is build on.


Now I come form this PPU era where there where nice demo of Physics.

the one I like the most are cloth physics.
But my game idea is a space game.
Just like smoke are a form of fluid physics.
Metal sheet physics is a form of cloths physics.
Metal sheet Physics space ships hulls. Where two starships are shredding each other real time. And real time generated.

Using a extra Gcard with a few teraflops dedicated using a physics engine where the fine grain physics is done with.
Cuda or OpenCL and even C++Amp based. To get the most out it with a very concurrent friendly architecture solution.
Even going to adopt a more Data oriented design as low level software architecture then the normal inheritance OOP architecture.

Well then it make more sense to start from scratch and take the time to develop the engine this idea depend on.

Because most engines won't support this game vision and requirement completely maybe even not partly.

Refactoring a existing game engine on large scale is a very huge task.
Not impossible. But then again starting from scratch make sense in such case.
 
I always find other people's engines just a short term win.
By the time you have learnt enough to use them effectively, you may have well just spent your time rolling your own code...
Just sayin' :rolleyes:
I think that very much depends on what game you are doing and your own skill set, team size and experience, resources and what they enjoy doing and most likely what game they are designing.

If there is an game engine on the market that allows you concentrate on content for the game then use it, especially if most of the people you are working are more interested in the other areas of creating a game. Plus the old rule of not reinventing the wheel.
 
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