170°

Ready At Dawn declares war with new engine

Develop Writes: Developer 'tired of PC engines shoe-horned into consoles'.

Californian developer Ready At Dawn has attacked the current state of console game engines for being too PC-centric and scattered with middleware components.

The God of War: Chains of Olympus developer made criticisms as it announced its own newly-available alternative, the Ready At Dawn Engine.
"We are building something for developers who are tired of the challenges of PC engines shoe-horned into consoles, or trying to stitch together layers upon layers of middleware from multiple vendors," said company president Didier Malenfant, though without naming names.

"Our solution will be a complete game development platform that simply works," he said.

The Ready At Dawn Engine is said to be a wholly console-centric platform, integrated with a suite of third-party tools that require no additional licence. These tools include 3D content editing, audio, user interface and asset management systems.
Alternative Sources:
Fishy Fingers - contributor
Published: 51 days 11 hours ago | News | PlayStation 3 | Xbox 360 | Sony PSP | Industry News | Dev News
 
 

Showing: 1 - 19 of 19 Comments
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TOO PAWNED - 51 days 11 hours ago
1 -
too bad Sony didn't try to acquire them
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Cwalat - 51 days 11 hours ago
1.1 -
Well said.

I for one really loved Chains of Olympus and i hope they continue to make sidegames for the series.

I know it says "console based engine" but i truly hope we see atleast one more GOW PSP.
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Tony P - 51 days 10 hours ago
1.2 -
Well, the engine is said to support 360, PS3, and PSP development.

All I can say is 'good luck'. They're facing some talented competition.
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cgoodno - 51 days 9 hours ago
1.3 -
Sony's ICE team already has much of this set for developing specifically for the PS3 and make it available to third party developers.

This is essentially an alternative that will focus on the PSP, PS3, and 360, which may not mean taking full advantage of any of the devices. I'd rather Sony focus on their already well-established engines from their first and second parties than buy a company just to have another option out there or to prevent a company from offering a engine that works for both the PS3 and the 360, but not for the PC.
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Alcon Caper - 51 days 11 hours ago
2 -
After looking at the list of top 10 engines, it doesn't really seem prudent to release a new one, unless it's very intuitive.

I don't see why more people don't take on the crysis engine.
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Fishy Fingers - 51 days 11 hours ago
2.1 -
Is CryEngine 3 even available for licensing yet? Either way, I'm sure many developers will jump on it, but your obviously not going to see or perhaps even hear about those games for some time yet.
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Alcon Caper - 51 days 10 hours ago
2.2 -
That list says that Aion (NCSoft)uses the CryEngine 3.

http://www.develop-online.n...

...am I youtubing the wrong footage? Seems hard to believe...
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Pandamobile - 51 days 10 hours ago
2.3 -
I'm pretty sure Aion uses the first CryEngine that was made for Far Cry, circa 2004.

That website's got everything wrong.

The only CryEngine 3 game in development is Crysis 2. Crysis and Crysis: Warhead were both on CryEngine 2, and Aion on CryEngine 1.
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evrfighter - 51 days 9 hours ago
2.4 -
I'm pretty sure Panda's correct. Though through hearsay I thought it was cryengine 2. But after playing Aion beta I'd put my money on the original cryengine.
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Alcon Caper - 51 days 8 hours ago
2.6 -
Thanks for clearing that up.
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Major_Tom - 51 days 10 hours ago
3 -
If this were true, we would have seen much more impressive looking games from all major Pc developers, but we really haven't. While I enjoyed Dawn of War II a lot, the graphics could have been better.
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shadowfox - 51 days 10 hours ago
3.1 -
Did they do Dawn of War? I think all they've worked on was Daxter/GOW PSP and Okami Wii.
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Tony P - 51 days 9 hours ago
3.2 -
Ready at Dawn has no relation to Warhammer 40K: Dawn of War. The just have the word "dawn" in the title...
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Major_Tom - 51 days 2 hours ago
3.3 -
Sorry, drunk rant. I was on reddit while browing N4G and got mixed up with what was going on.
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CobraKai - 51 days 9 hours ago
4 -
hopefully we get to see some demos sometime soon. It's already in my head that it has to at least look better than Unreal
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timestoby - 51 days 9 hours ago
5 -
very interesting,indeed lol
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dchalfont - 51 days 6 hours ago
6 -
"state of console game engines for being too PC-centric"

what a load of S#!+, blame the multplats poor quality on the 2 vastly different console hardware, pc engines are massively scalable.

I'ts just a shame it will take crytek to show the lazy god damn EPIC games how multiplat is done.

I also have hope for ID software....but not so much, doom 3= meh, wolfenstein= double meh
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Ju - 50 days 11 hours ago
6.1 -
PC engines are scalable as long as its a PC (centric architecture).

And middle where is there everywhere. It works on the PC, and due to the general purpose structure of its operating system (and to some regards with the 360 which is a spin off of that).

But, for example, if you have a very specific architecture (e.g. PS3, but not necessarily that - I think this hold true for the PSP as well), the system which schedules e.g. a physics middle layer, or a lightning engine, or a AI subsystem needs to be integrated into the whole system.

A windows based system (which the 360 also uses) can rely on the SW mechanism to implement that. A HW optimized system (with a longer life-cycle) needs to be optimized for the HW. HW accelerators are not new, a general purpose scheduler for those usually not available.

Every module which wants to use HW acceleration is tied to some direct interface. E.g. an SPU scheduler, but not just that. Imagine how GpGPUs use their own interface, be it CUDA, OpenCL or Direct Compute. You cannot mix them, or you loose efficiency. Imagine a lightning engine running CUDA, the physics OpenCL and the AI Direct Compute.

A PC centric architecture needs to emulate a general purpose (coherent multi core) environment in a (console based embedded) system. With more or less success. That's where "shoehorned" comes in.

Those engines get squeezed into an specialized embedded architecture in the attempt to emulate a general purpose machine. Not necessarily the most effective method (possible most cost effective, but not performance optimized).
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