Epic vs Monolith
by Steve Gibson, Feb 14, 2000 9:47pm PSTThe Unreal Technology page has a huge update going into details on the Unreal engine and the Playstation2. In response to the recent Monolith announcement. and Jason Hall .plan update claiming LithTech was the only 'middleware' engine available for the PSX2, which is not the case. The update is totally huge but here's a couple good parts from Epic:
...Fortunately, it's easy to distill the reality from the hype--Unreal Tournament delivered far more successful technology than LithTech 1.0, and if you do an apples-to-apples comparison between their upcoming Playstation2 engine and ours, you'll see a very different picture than what Monolith's Jason Hall claims. <snip> These claims are especially ironic given that their lead programmer Mike Dussault, architect of the LithTech engine (and a really great guy -tim), just left their company to accept a job at a competitor. They can hype up their dedicated support staff in their press releases and .plan files, but with their lead programmer gone, the one brain that contains all the answers to your deeply technical questions has left the building, leaving others to pick up the pieces and try to figure out what to do with them.The UT technology page update also includes an incredible amount of detail on the licensing fees and how to go about getting technology from Epic. very informative stuff.
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Comments
tookycat@nconnect.net
Doom2 was doom1 with minor engine tweaks.
Same can be said for quake2 - quake 1
however, a lot of you seem to have a problem with understanding the fact that engines are rarely static. They are living pieces of code always being tweaked.
and fill out the survey (the e-mail link for responses is on the page)i would greatly appreciate it
thank you very much
sean
Id has always been better at pumping polys but there is a price. Outdoor areas. Unreal strikes a balance there. Tribes is LESS detailed than Unreal, but can do better outdoors, and Quake3/2/1 is more detailed than Unreal, but can\'t really handle large outdoor areas (unless romero proves me wrong with DK, which I doubt). Of course, lithtech is trying to do both.
I don\'t know, I was impressed with the Unreal engine when it came out. It looked very good. Hell, even Carmack said so.
eh?
NO wonder monolith split off technology to it\'s own company, they don\'t know how to make games. The lithtech/lithtech2 debacle is due to the fact that the lithtech2 engine is a heavily modified lithtech engine.
however, this means that all the features Hall is talking about aren\'t necessarily complete yet. Because the press release is about the LITHTECH engine.
lithtech and lithtech2 are the same thing.. Just modified. Notice right after it says \"shogo\" it says \"and no one lives forever\". That game is most definately being done with lithtech2...
\"the engine that powered Shogo...\"
Jason hall, however, is talking about Lithtech 2.
-- Martin
It is clear that I will never convince the Lithtech supporters that Epic\'s statement isn\'t all that bad.
And the LithTech supporters won\'t convince me that it WAS all that bad.
I still say the Unreal Engine is better than Lithtech 1.0.
Lithtech 2.0 may very well BE better than Unreal Tournament\'s engine, but dont\' tell me about it in press releases, show it to me in a game. That\'s all I ask.
The engine may have been solid, but it wasn\'t up to Quake and Unreal standards.
Shogo I actually thought was quite good, the first real shooter I\'d seen in a long time. The engine itself seemed very solid, their art was what was iffy.
Either way, all I\'m saying is that as far as releasable products from monolith, I\'ve seen the following:
Blood
Blood2
Get Mideval!
Shogo:Mobile Armor Division.
The engine on the LIthtech games wasn\'t impressive and NONE Of the games were fun.
NO wonder monolith split off technology to it\'s own company, they don\'t know how to make games. The lithtech/lithtech2 debacle is due to the fact that the lithtech2 engine is a heavily modified lithtech engine.
As far as I know, only Id Software will totally scrap an earlier engine and start from scratch every time. (they didn\'t QUITE do this with Quake3, but almost).
Jason Hall loves to spout gas about all sorts of things, but, fuck, if you gave me 3 weeks, I could write you an impressive looking graphics engine. It would be useless because as soon as you tried to build a game around it, framerates would drop to zero, so I don\'t believe monolith has anything until I can see *SOMETHING*, not a game, necessarily, but something more than that stupid \"ozymandias\" movie.
It\'s very possible to build a modular engine and still use DirectX. The PS2 probably uses it\'s own grpahics API (of sorts as GreenMarine stated in a recent interview) and all you do is you plug in proper modules/DLLs/whatever when you compile the codebase depending on what platform you\'re compiling it for.
A lot of the compatibility comes from UnrealScript as well. Only the core functions (gfx/networking/sound/UScript parser/etc) needs to be written for the platform. The gameplay logic, AI, yada, yada is then written in UScript which can run on anyone of the platforms. In theory atleast. 8)
-- Martin
#69: The comparison is between LT2 and UT, not any other way around. And a modifed UT engine at that.
#79: Oh yeah, Epic is very afraid. Not. Are you even serious?
#80: It\'s not the Unreal engine! And if you look closer you might see this: \"We\'re currently enhancing the animation system, finishing up a very powerful skeletal animation system, adding terrain and height-map support, and working on hardware T&L support, adding new Internet features.\"
#82: The Unreal engine isn\'t being ported. The UT engine is being ported and modifed.
#84: Again, it\'s a modifed UT engine that\'s being used on the PS2. But judging from your post it\'s pretty celar that you only got a couple of words into the text and then quit reading because of severe headache.
#85: I think so too. It\'s to much PR over this for it to be written by Tim. He must agree with what\'s in it though since it\'s posted in his name.
#97: Umm... I can read quite well thankyou and it\'s LithTech 2.0 that Tim is referring to. Although he uses the label \'LithTech\' throughout the majority of the release he mentions the LT2 engine at the start: \"...and Monolith is doing it now with LithTech 2.0 vs Unreal Tournament.\" Just as Jason Hall never says LithTech 2.0 when he means it (from his .plan update): \"We have been working on the PSX2 version of LT for quite some time. The PSX2 team has made great progress. As an example, I can use LT2 to build a level/world, save it, and then load and display it on a PSX2 or PC without any additional work.\" And when Tim mentions a bunch of licensees using the Unreal engine he\'s also mentioning games using the LithTech 1.0 eninge. This is because there\'s no games out based on LT 2.0 or the UT engine (besides UT).
-- Martin
the following quote is from http://finger.planetquake.com/plan.asp?userid=hall&id=13940
\"You would think that having support for a six figure engine would be an obvious requirement for developer to ask for - unfortunately it isn\'t. There are some companies out there that have as many as 16 licensees working with their technology and they do not have even ONE person dedicated exclusively to support! Amazing! Maybe the licensees don\'t need any support I guess... I dunno. I have a tendency to disagree with that approach. Engine licensing is not just about delivering technology, it is also about delivering a full service.\"
Though he doesn´t mention Epic he is clearly taking a stab at them. And this is the main reason Epic is so hostile towards Monolith / Jason Hall. When you think about it a dedicated support person for an engine really doesn`t make sense unless that person was involved in building the thing - and top notch programmers probably wouldn´t want to start a new career in tech support.