Yeah, if it needs to be cross platform Source is definitely the wrong engine.

--Bob




On Fri, Aug 21, 2009 at 10:29 AM, Jonas 'Sortie'
Termansen<[email protected]> wrote:
> Source should do the trick with the gameplay and networking. You don't
> need that much Engine Access to to optimations, though, all you need is
> a clear understanding of the engine. Unfortunately Source isn't
> cross-platform, so you are required to use Windows (which the vast
> majority of gamers use anyways). But you might be better off with
> another engine.
>> I want to write a mech (giant robot) combat game with networked
>> multiplayer play as well as a story mode. The game will be a mix of
>> RPG and FPS gameplay. I probably want this game to be cross-platform,
>> so that it can be played by people who use other operating systems.
>> DirectX isn't exactly cross-platform (to my knowledge), and I probably
>> wouldn't sell the game (at least not initially) so a commercial
>> license probably isn't worth it. I worry that having limited access to
>> the game engine may pose problems with optimizations and improvements
>> down the road (purely a hunch).
>>
>> Anyone have any strong opinions on Irrlicht? I was able to get it up
>> and running fairly quickly, and playing around with the engine has
>> been pretty straightforward so far. Also, it's pretty fast (in my
>> limited usage of it). Thoughts?
>>
>> On Fri, Aug 21, 2009 at 11:54 AM, Jonas 'Sortie'
>> Termansen<[email protected]> wrote:
>>
>>> It really depends on what you are trying to do. What are you trying to
>>> do? Are you trying to make a FPS, a RTS, a RPG, or a MMO? Or do you just
>>> want to make some DirectX rendered stuff, or a 2D game? Source can do
>>> some of these things, but not all. Perhaps if you told us your game
>>> idea, we might be able to figure out if Source is the engine of your
>>> choice or maybe even help you find a better engine. It also sort of
>>> depends if you want your game to rely on your users owning another
>>> Source game or if you are commercial and can afford a Source License.
>>>
>>>>> Noted. Thanks, Tom. I think I'll look elsewhere for this project, and
>>>>> come back to the Source engine when I have an idea that's more clearly in 
>>>>> the style of HL2/CSS.
>>>>>
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>>
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