EA Announces Multi-Title Unreal Engine 3 License 54
An anonymous reader writes to mention a Gamasutra article about a surprising announcement from EA. They've made the move to license the Unreal 3 Engine for a series of next-generation titles. "The brief announcement states that EA 'employs a variety of engines, tools and technologies to best serve the needs of each game and development team', but raises interesting issues regarding the Criterion-authored Renderware engine, purchased by EA in 2004 alongside the Burnout developer, and its intended global EA rollout."
The engine isn`t that important anymore (Score:3, Interesting)
Personally, I think that it is time that someone focuses on generating an open source java framework that is designed around splitting a game engine into its smaller components (Graphics, Physics, Scripting and AI); this would allow for smaller (more focused) open source projects to exist which (should) produce higher quality results.
Game engine consolidation (Score:4, Interesting)
I'm not sure whether this is bad or good. I was thinking it might make future games feel generic, but then I thought... more than now? Let's hope not. But maybe the generic feel of today's FPSes is that the oft-reused game engines are not quite flexible enough, so the player "recognizes" the engine underneath. Maybe in the future they will fix that.
Re:The engine isn`t that important anymore (Score:3, Interesting)
You are probably right that games will end up being written in an easier language than C++ and with critical and difficult-to-write components such as AI and Graphics as seprate components.
However, it seems hard to separate AI and for instance physics. For an AI to be smart it has to know how the physics component work or no? I mean is game development going to end up like BizTalk hehe (components "brokering" over XML basically). :)
Also, for games to have an "edge" creativity in all diverse areas have been needed. If components are open-sourced it would be cool cause then the devs are free to let an expert in the team in and hack the render engine to do whatever they want to introduce to impress the audience. But if we end up with several closed-down or hard-to-change components that might impact the creativity in games. Basically it would be all script-programming.
Re:Another Boneheaded Move By EA (Score:1, Interesting)
The x86 may be "here to stay" in the desktop or server PC (er, until you want more than 2GB of RAM) but it's dead in the water in every other CPU-based industry. All that x86 to RISC costs a fortune in die size, power consumption and maximum throughput efficiency. The only reason anyone buys an x86-compatible processor today is (duh) to run x86-compatible code. If there is no legacy code to cope with, no-one uses x86. Microsoft made that mistake and lost a lot of money and market placement as a result.
Anyway the x86 ISA is a 32-bit ISA and it can't survive past the current generation of 32-bit CPUs so your point is about 5 years too late. The death of the x86 ISA is right around the corner. It will live on in software emulation just as the 6809 did.