DevCell Software - StemCell Game Engine (Oil Platform Demo)
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- Gnoblar
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please find below the link:korupt wrote:Not to be a hater, but I still can't find the ogre link on the web page. Is it included in some kind of downloaded media or elsewhere?
http://www.devcellsoftware.com/integration.php
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- Gnoblar
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DevCell Software is proud to announce a new licensing offer for Indie game developers.
Indie license Price: 495 USD - http://www.devcellsoftware.com/sales.php
Indie license Price: 495 USD - http://www.devcellsoftware.com/sales.php
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The StemCell Game Engine by default uses an inhouse sound module developed using the OpenAL API. You need to acquire an FMod license if you want to use it, otherwise you can go with the default implementationfrooze wrote:the integration page mentions FMOD for audio. Would I need a separate license for that?
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The StemCell Game Engine forum area is now open. Clients, SDK owners and even interested DevCell Software possible customers can read, talk and share all sorts of information related to the StemCell Game Engine.
Click the forum http://www.devcellsoftware.com/forum link to access it. Follow the instructions to register or login.
Click the forum http://www.devcellsoftware.com/forum link to access it. Follow the instructions to register or login.
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Here there are a few work in progress screenshots of the new demo from DevCell Software.

click for larger version http://www.devcellsoftware.com/images/S ... tform7.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform6.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform5.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform4.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform3.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform2.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform1.jpg
This demo emphasize on realtime physics, dynamic improved lighting system, fully dynamic soft shadows and complex actor implementations.

click for larger version http://www.devcellsoftware.com/images/S ... tform7.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform6.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform5.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform4.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform3.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform2.jpg

click for larger version http://www.devcellsoftware.com/images/S ... tform1.jpg
This demo emphasize on realtime physics, dynamic improved lighting system, fully dynamic soft shadows and complex actor implementations.
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yes it does if you checkFrameFever wrote:so does DevCell now use OGRE as rendering engine or not?
http://www.devcellsoftware.com/integration.php
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Re: DevCell Software - StemCell Game Engine (Indie license t
Thank you Steven, we have stated into the first post that it does also.DevCell Software wrote: ...make sure the user’s game development process is short, fun and painless. Our CellBuilder all-in-one tool architecture is alowing complete game construction, testing and running in an easy to use visual environment.
We are using Ogre for the rendering component therefore the reason im posting it here.
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It is simply not clear enough.steven wrote:yes it does if you checkFrameFever wrote:so does DevCell now use OGRE as rendering engine or not?
http://www.devcellsoftware.com/integration.php
Should be mentioned in the features.
Isn't it a bit pricey?
$495 a year for an indie license?
However..
Eugen is a high class Ogre expert, and that spells quality to me.
So kudos!

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The price might be a bit steep for hobbyists just out to have fun, but it seems reasonable for small indies when compared to other competing engines.
Assuming the quality is there, and it certainly looks the part in the screenshots, then its not a terrible price, could still be cheaper, but if properly supported then thats ok.
I'd be interesed in these engines if they had Ofusion OSM loading, all the loader does is populate the scenemanager. I stopped playing with neoaxis because the resource editor was so clunky and long winded to set up compared to ofusion, even though the engine itself was pretty sweet.
So supporting the loading of scenes and osm's in the editor are a suggestion I have for any engines out there.
Especially usefull if you have scenes built of non modular organic shapes that snap together seamlessly using object and vertex snaps in your pro 3d tool, but have to be eyeballed in most game editors. That, and quick setup of ogre mesh properties on large selection sets is where these level editors usually have a big disadvantage that simple scene loading would get around.
Assuming the quality is there, and it certainly looks the part in the screenshots, then its not a terrible price, could still be cheaper, but if properly supported then thats ok.
I'd be interesed in these engines if they had Ofusion OSM loading, all the loader does is populate the scenemanager. I stopped playing with neoaxis because the resource editor was so clunky and long winded to set up compared to ofusion, even though the engine itself was pretty sweet.
So supporting the loading of scenes and osm's in the editor are a suggestion I have for any engines out there.
Especially usefull if you have scenes built of non modular organic shapes that snap together seamlessly using object and vertex snaps in your pro 3d tool, but have to be eyeballed in most game editors. That, and quick setup of ogre mesh properties on large selection sets is where these level editors usually have a big disadvantage that simple scene loading would get around.
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Indeed.Evak wrote:The price might be a bit steep for hobbyists just out to have fun, but it seems reasonable for small indies when compared to other competing engines.
I think what I had in mind was something for those kind of people, like me.
Approx. $500 each year sounds like something you'd pay if you are an established indie developer.
Hobbyists just out to have fun is a godsend for any engine.
They have the energy and the motivation to do community work and provide valuable feedback and viral marketing.

Looking forward to seeing more of DevCells offering.

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IMO this is not quite correct.jacmoe wrote:Approx. $500 each year sounds like something you'd pay if you are an established indie developer.
You can buy one version and use it as long as you want. It is only the updates that will cost you.
Hopefully each version is stable and has enough features for the games you planned to do with it.
The only doubt I have is that you should IMO be entitled to bug fixes for the version you bought and not be limited by a one year limit.
Also I wonder. As the underlying libraries are open-source (i.e Ogre) can the ogre dll be replaced by a newer one (in the same release version)? Any change to the ogre library should have been made public under the lgpl. And I didn't see anything related to changes made to the ogre code so it should be possible, no?
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- Gnoblar
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Actually the version release at the end of your license update year should have all that you need to carry on the game development providing you dont want to buy another year's worth of updates.steven wrote:Hopefully each version is stable and has enough features for the games you planned to do with it.
Also we did make some changes to the Ogre dlls therefore it cant be replaced without the code. We didn't intended to have it that way, that was the best option for us in the long run. You can however have your own plugins with any of the StemCell Engine - Ogre version.
We have an OUL license for OGRE which ships with the SDK release (so we can ship binary with changes into the Ogre code. Any change the ogre community could benefit were made public anyway, there are engine specific changes which required us to get an OUL license).
As we see it, if you are commited to make a game, even if you are a single individual, you can afford to have one license, program your whole game (obtain forum support for everything that is not working correctly or you cant do it yourself). We are open to offer specific updates if the engine is that broken you cannot ship your game with, usually we are able to find solutions for a win-win situation for both the developer and DevCell Software.
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I'm all for giving credit where credit is due. But Ogre isn't a feature. I think listing it under "3rd party integration" is appropriate. Just my opinion.jacmoe wrote:It is simply not clear enough.steven wrote:yes it does if you checkFrameFever wrote:so does DevCell now use OGRE as rendering engine or not?
http://www.devcellsoftware.com/integration.php
Should be mentioned in the features.

As others have said, I guess it depends on your definition of an indie. You're right, a casual hobbyist probably isn't going to shell out 500 clams. But for a devoted individual or team trying to actually complete a game, it seems reasonable. Considering how much work actually goes into creating an engine and tools, it seems fair to me.jacmoe wrote: Isn't it a bit pricey?
$495 a year for an indie license?
Setting the indie license at 500 would filter out a lot of non-serious customers, which might actually be helpful from a support stand-point.

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- Gnoblar
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A new StemCell Game Engine-powered demo is available for download: http://www.devcellsoftware.com/demos.php
It emphasize on soft shadows and good illumination, physically driven player control, in-game extensible and configurable GUI, realtime physics and controllable physical machineries, in-game scene loading, multiple rendering viewports, immersive 3d sounds and a lot more.
Here there is an youtube video to this demo:
http://www.youtube.com/watch?v=9LAmXVLrUMM
and here we have 2 videos from the CellBuilder editor with this project
http://www.youtube.com/watch?v=iOXuJpCn ... re=channel
http://www.youtube.com/watch?v=Vw_gxRAm ... re=channel
Enjoy!
It emphasize on soft shadows and good illumination, physically driven player control, in-game extensible and configurable GUI, realtime physics and controllable physical machineries, in-game scene loading, multiple rendering viewports, immersive 3d sounds and a lot more.
Here there is an youtube video to this demo:
http://www.youtube.com/watch?v=9LAmXVLrUMM
and here we have 2 videos from the CellBuilder editor with this project
http://www.youtube.com/watch?v=iOXuJpCn ... re=channel
http://www.youtube.com/watch?v=Vw_gxRAm ... re=channel
Enjoy!
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Re: DevCell Software - StemCell Game Engine (Oil Platform Demo)
Is this project dead?
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Re: DevCell Software - StemCell Game Engine (Oil Platform Demo)
It's not an open source project, so it doesn't have to be dead just because there isn't any news on a monthly basis.
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