@GfK:
It's not my intention to blame Blitz, I really like it, but what I said is the true. Anyone who has tried to draw plants with alpha has experimented this z-order problems, so I don't see any problems in my comments.
Blitz3D is by far the best solution to indie developers, specially if you work alone. You can do a LOT of stuff with it in a very short time, and the results are impressive. In Cipher you have to deal with a lot of level stuff like vectors & matrices manipulation to move and rotate objects, and many more things. We mainly chose it because, although in its current stage it's not better than Blitz (although it support stencil shadows), you get the full source to it, and you can easily extend it with a little knowledge of C. Blitz is closed-source, not cross-platform, and I don't have too much hope to see some things we need implemented natively into the engine (stencil shadows, octree rendering, etc).
If you want to see some screenshots of the town rendered in Cipher, jo to the webpage in my sig, and check the first four pics of the Media section. You'll notice that the plants and trees look way better.
@MSW:
In any case, this would cause troubles to rikh, Cipher's creator. I am not breaking any points of the license I agreed to when I purchased this engine.
@NTense:
I like Torque features (specially network & terrain parts), but I can't stand the way you work with it. You basically get the source of a tech demo done in Torque, remove all the stuff you don't need from it, paste the things that you need, and script the game logic. Everything seems too "dirt". I much rather prefer Cipher, whose architecture has been coded following Quake engine's phylosophy, and the code is very clean and easy to extend.
It's not my intention to blame Blitz, I really like it, but what I said is the true. Anyone who has tried to draw plants with alpha has experimented this z-order problems, so I don't see any problems in my comments.
Blitz3D is by far the best solution to indie developers, specially if you work alone. You can do a LOT of stuff with it in a very short time, and the results are impressive. In Cipher you have to deal with a lot of level stuff like vectors & matrices manipulation to move and rotate objects, and many more things. We mainly chose it because, although in its current stage it's not better than Blitz (although it support stencil shadows), you get the full source to it, and you can easily extend it with a little knowledge of C. Blitz is closed-source, not cross-platform, and I don't have too much hope to see some things we need implemented natively into the engine (stencil shadows, octree rendering, etc).
If you want to see some screenshots of the town rendered in Cipher, jo to the webpage in my sig, and check the first four pics of the Media section. You'll notice that the plants and trees look way better.
@MSW:
In any case, this would cause troubles to rikh, Cipher's creator. I am not breaking any points of the license I agreed to when I purchased this engine.
@NTense:
I like Torque features (specially network & terrain parts), but I can't stand the way you work with it. You basically get the source of a tech demo done in Torque, remove all the stuff you don't need from it, paste the things that you need, and script the game logic. Everything seems too "dirt". I much rather prefer Cipher, whose architecture has been coded following Quake engine's phylosophy, and the code is very clean and easy to extend.