SprayNwipe's missing post: quote: -------------------------------------------------------------------------------- So you want something impressive, but not TOO impressive ? -------------------------------------------------------------------------------- No, I believe b34n13 was asking for something that shows the potential of Jet included in the distrib. To paraphrase, an example with source is worth a thousand videos ;p quote: -------------------------------------------------------------------------------- I personally think that people who aren't excited about Jet just don't understand it. -------------------------------------------------------------------------------- I personally think that people who are blind to the flaws of what they support are just sad. Now, before you go madly clicking on the "report to moderator", hear me out. Jet has got the potential to be a really nice alternative to Lith, Trinity, and V12. However, at the moment, it is missing some critical things that virtually all games need. Now, I'll be the first to admit, I'm not a programmer by trade (designer), but from my perspective and playing with the source/experience with Jet pre-beta 1/SAGE, there are some some things that need attention before people take this seriously. Real Tools - I whinged about this when I was working at Auran, and it seemed to fall on deaf ears. JIVE is not a tool. It is a framework. Do some homework, grab copies of Lith and V12 (which will cost you less than $1000 combined to make content with), and look at what the rest of the world calls tools. Tools should help non-programmers make content the day they start work on the engine, not 3-6 months after the coders have had to program their own tools into a set framework. If they have to code stuff for JIVE, it totally negates the benefits that an engine should bring to content creation. Generic Trigger/Region classes - It doesn't exist. Why? These are critical to 75% of most genres, especially RPG's. I shudder to think how Excal is going if you don't have these in in some form. Simple Scripting System - Designers and Artists aren't going to want to have to use Visual Studio and compile stuff to just see something in the game. Granted, you don't need something to the degree of SageScript, but you do need something. Look at the Unreal Engine for an example. Attract demo - Gratuitous eye candy combined with a small but fun game. It's critical that it shows that a game can be made with the engine. Multi-platform support - admittedly, not as critical, but since the competition does it, it's considered a negative that Jet doesn't have it. Especially with the large amounts of PC developers jumping ship ;p Compiles under Linux - If you're making a multiplayer game, you *need* a linux server. Otherwise, your game just isn't going to be played. Renderer isn't needed, but world logic is. A game made on it - while hobbyists will play around with it no matter what, serious developers are going to pan it until a game is released and on store shelves. Obviously Auran are going towards that with Excal/Trainz, but that's not going to help for 1.0 with all the things that can crop up with a working example reaching alpha (driver compatibility, rare bugs, things that are nice on paper but suck in game implementation). quote: -------------------------------------------------------------------------------- I think VRBones' idea is a good one. Write a demo yourself, dazzle us. -------------------------------------------------------------------------------- Ain't gonna help, buddy. Sure, it'll help the Auran forum goons like yourself, VR, and the other 5 or so regular posters, but most other people are going to nab the source, just see boring dry demos, then file it next to Jet3D/Genesis in the "well, *technically* nice, but won't help me make a game" department. Attract mode needed. Sigh. Since we lowly ex-employees aren't even allowed in the building anymore, I doubt this message will be left up long before it's removed, but for those of you who do manage to read it, always remember - you're building a game. Just because something is technically nice to code for, doesn't make it an ideal platform for the rest of the game creation disciplines for creating a game. And on that note, I'm vacating the wacky Jet board for good. Good luck, guys!