Wii Game Engines?!

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DarthFudgeums

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#1 DarthFudgeums
Member since 2008 • 43 Posts

What happened to all these "amazing game engines" that have came out or have been modified for the wii? I mean wih all these you would excpet better games right? So far the Quantum 3 Engine by Highvoltage Software seems to be theone focued on a lot but what happened to the others?

Here are some i found with a little info attached:

Torque:

Eugene, OR, July 16, 2007 -- GarageGames, the leading technology provider for independent game makers, and Pronto Games, professional PC and console game developer, are pleased to announce the availability of Torque licensing for the Wii console. First shown at the Nintendo Developer Conference in June, Torque for Wii is based on the popular Torque Game Engine, with built-in support for the unique Wii controller, making it a complete package for both disc-based and downloadable Wii games.

"I think every game designer has a few ideas about how they could use the Wii console's extraordinary features to make fun games," commented Josh Williams, GarageGames CEO. "Torque for Wii makes it easier to focus on creating high-quality experiences for the Wii, rather than implementing the technologies and tools it takes to just get started."

Nintendo recently announced the availability of the WiiWare service, which will allow developers of all types to create downloadable games for sale through the Wii Shop Channel. According to GarageGames, heavily discounted license pricing is available for games targeting the WiiWare downloadable service, versus those aiming for shelf space at the local game store.

In addition to Wii Remote support, Torque for Wii supports skinned mesh rendering, advanced character and shape animation, terrains with seamless indoor/outdoor transitions, environmental effects, industry-leading networked multiplayer game support, collision detection and physics, a bevy of rendering effects, compressed textures, and more, all optimized for Wii. Additional features include a powerful WYSIWYG tool chain for designers, scripting language support, a comprehensive Lot Check compliance component, and Wii graphics and audio abstraction layers. These modifications to the Torque Game Engine combined with the existing Torque toolset and pipeline make Torque for Wii a complete game development solution for the Wii console. Pronto Games, who developed the Wii port, is also using the technology for their upcoming Wii exclusive game, The Destiny of Zorro.

"We chose to develop The Destiny of Zorro with the Torque Game Engine because of its proven reliability and our developers' familiarity with it," said Randy Angle, President and Creative Director of Pronto Games. "Partnering with GarageGames to make the Torque Game Engine available to other Wii developers seemed like the obvious next step, and we look forward to seeing the creation of even more quality Wii titles as a result."

For more information regarding the Torque for Wii license, please contact GarageGames at sales@garagegames.com or 541-345-3040.

About Pronto Games
Pronto Games brings depth of experience to all facets of game production: inventive game design, solid project management, quality artwork, and innovative technology. By combining professional expertise with a passion for fun, Pronto Games creates great entertainment for casual and core players on handhelds, mobile, toys, and disc or downloadable content for the PC, Xbox 360 and Nintendo Wii. Pronto Games can be found on the web at www.prontogames.com

Gamebryo's Next Gen Engine Now Supports WiiTM

Highlighted Links

http://www.emergent.net

CALABASAS, CA--(Marketwire - September 12, 2007) - Emergent Game Technologies today announced the Wii™ version of its highly acclaimed next generation games engine, Gamebryo. Already powering many of the industry's leading console and PC titles, Gamebryo is optimized for accelerated cross-platform development on symmetric and asymmetric multiprocessor and single processor systems. Designed to enable teams to focus on their games and not on integrating complicated or poorly documented tools, Gamebryo now gives developers of Wii titles a significant head start by implementing numerous necessary development features that do not typically come with standard SDKs.

"We are delighted to announce the Wii port of our Gamebryo engine. With the success of Nintendo's Wii console catching much of the industry off guard and offering fresh interactive features, developers need new tools to be able to develop for multiple platforms that offer vastly different capabilities and require different programming techniques," said Geoffrey Selzer, CEO of Emergent. "We are committed to making multiplatform development as painless as possible while still delivering industry leading performance. Gamebryo for Wii simply sets a new standard for middleware designed for this top selling platform. We are very proud to be part of Nintendo's Third Party Tools program."

Emergent also recently unveiled a significant upgrade to its Gamebryo games engine focused on performance and feature enhancements for next-generation platforms. With the release of Gamebryo 2.3, dramatic rendering results are now possible with significantly fewer development resources required for production.

Gamebryo is a powerful component of Emergent Elements, a family of modular tools designed to give developers the flexibility and control they need to create breakthrough gaming experiences.

Gamebryo has been fully optimized for development on PLAYSTATION®3, Xbox 360™, and PC, and has recently gained attention as the engine used in Bethesda Softworks' record-breaking Xbox 360™, PLAYSTATION®3 and PC title, "The Elder Scrolls IV: Oblivion" and on its upcoming "Fallout 3" across the same platforms. Gamebryo is also being used by EA-Mythic on its upcoming "Warhammer Online: Age of Reckoning." Gamebryo is a mature software product that ships with 3,500 pages of fully indexed, searchable documentation. To date, Gamebryo has been used in more than 200 games titles ranging from massively multiplayer online games, high-end retail games across multiple genres, and casual games.

Unity Game Engine

  • Integrated development environment with hierarchical, visual editing, detailed property inspectors and live game preview [4]. Due to ease of use and speed of development, Unity is sometimes used for rapid development and prototyping [5][6].
  • Deployment as Microsoft Windows executable, Mac OS X executable, on the web (via the Unity Web Player plugin for Internet Explorer, Firefox, Safari, Mozilla, Netscape, and Camino), Mac OS X Dashboard widget, Wii executable and iPhone application [7].
  • Automatic asset importing - assets load into Unity and automatically imported, and are re-imported if the asset is updated [8]. Assets are created externally, in various 3D modeling, graphics, and audio software. These assets are then imported and assembled into a game using Unity. Although many of the most popular 3D modeling applications are supported by Unity, its integration with Maya, Blender, Cinema 4D, and Cheetah3D are the most complete.
  • Graphics engine uses Direct3D (Windows), OpenGL (Mac, Windows) and proprietary APIs (Wii) [9]. Support for Bumpmapping, Reflection mapping, Parallax mapping, dynamic shadows using shadow maps, render-to-texture and full-screen post processing effects.
  • ShaderLab language for using shaders, supporting both declarative "programming" of the fixed-function pipeline and shader programs written in Cg or GLSL[10]. A shader can include multiple variants and a declarative fallback specification, allowing Unity to detect the best variant for the current video card and if none are compatible, fall back to an alternative shader that may sacrifice features for broader compatibility.
  • Built-in Support for the Ageia'sPhysXphysics engine[11] (version 2.6.2).
  • Game Scripting via Mono [12]. Scripting is built on Mono, the open source implementation of the .NET Framework. Because of this, programmers can use JavaScript, C# or Boo (which has a Python-inspired syntax).
  • The Unity Asset Server - A full version control solution for all game assets and scripts and optimized for multi-gigabyte projects with thousands of multi-megabyte files.
  • Audio system built on OpenAL library, with ability to play back Ogg Vorbis compressed audio. Video playback using Theora codec [13].
  • A terrain and vegetation engine [14].

Quantum 3:

High Voltage Games, the team behind the brand-new title The Conduit is creating the Quantum3 engine to power their new FPS experience. Featuring "real-time normal mapping, reflection and refraction, post process full screen effects, real-time shadows, projected lights and textures, specularity and fresnel effects, emissive and iridescent materials, interactive water, [and] morphing," all purportedly running at a smooth frame rate.

High Voltage says the Quantum3 engine will provide Wii developers a solid system to develop Wii games that are on par with the graphical offerings of the Xbox 360. The company is making it their personal mission to set a trend in the Wii community where games include more than just a unique play experience, but also offer top-notch graphics.

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DarthFudgeums

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#2 DarthFudgeums
Member since 2008 • 43 Posts
does anyone have any opinions on this?
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ActicEdge

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#3 ActicEdge
Member since 2008 • 24492 Posts
The Conduit's engine is probably the best one. Gamebryo looks to be pretty good too. I'd like to see the Quantum 3 engine liscensed out so we can see what other devs can do with it.
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#4 DarthFudgeums
Member since 2008 • 43 Posts

yea me too Quantum 3 is really good

but I think I read somewhere that Highvoltage stated that they where not a middle-ware company and they were still deciding to liscense it or not :\

I would think that Nintendo could make a Game Engine that developers could use to make amazing looking games I mean look at Zelda Twilight Princess that had great graphics and that was a Gamecube game

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ActicEdge

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#5 ActicEdge
Member since 2008 • 24492 Posts

yea me too Quantum 3 is really good

but I think I read somewhere that Highvoltage stated that they where not a middle-ware company and they were still deciding to liscense it or not :\

I would think that Nintendo could make a Game Engine that developers could use to make amazing looking games I mean look at Zelda Twilight Princess that had great graphics and that was a Gamecube game

DarthFudgeums

Nintendo will never make an engine just to liscense it. Really, with the wii, devs should just create custom engines that suit the games they're making. Its too much money to buy an engine especially if it doesn't suit the purpose needed. High Voltage needs to liscense the engine after the Conduit. It'll net them some nice change for their next project.

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DarthFudgeums

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#6 DarthFudgeums
Member since 2008 • 43 Posts
yea hopefully they do license it'd be pretty cool to have an Rpg on wii with graphics like The Conduit's
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SSBFan12

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#7 SSBFan12
Member since 2008 • 11981 Posts
Whats your point? There just game engines.
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#8 ActicEdge
Member since 2008 • 24492 Posts
The Quantum 3 engine has a lot of potential to be something. Hopefully HV's next game has a more defined art style. I'm pretty sure HV said that they are looking into doing an RPG so we'll have to wait and see.
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#9 ActicEdge
Member since 2008 • 24492 Posts

Whats your point? There just game engines.SSBFan12

The point is to have a conversation that doesn't involve the same (name hardcore wii games, when is Nintendo going to realease the next Zelda or Star Fox or F-Zero or a JasonGuy topic where everyone disagrees with him and attacks each other). If you have nothing to contribute don't post in the thread, don't insult one of the more original topics on this board.

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#10 DarthFudgeums
Member since 2008 • 43 Posts

lol

what im still trying to figure out is how are these getting implemented into wii games or if they are being used at all.

We see tech demos of The Conduits engine at work but what about the others? Which were announced sometime earlier.

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Devil-Itachi

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#11 Devil-Itachi
Member since 2005 • 4387 Posts
A quick look on wiki shows that Gamebyro is being used in the making of Sadness and was used to make Tenchu 4 and Bully.
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osan0

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#12 osan0
Member since 2004 • 18239 Posts
in alot od cases a dev wont bother announcing what engine their using unless they see it as an effective marketing tool (eg lots of devs liek to show off that there using UE3). it would be interesting to see how gamebyro holds up. obhiously u can dismiss any illusions of having something like oblivion on the wii in terms of visuals...but it would ease the development of an elder scrolls game or a port of morrowind (though bethesda have expressed no interest in wii development..so those ideas will probably only remain in the head. shame). I also wonder to what extgent these engines have been modified? getting them working on the wii is one thing but how optimized are they? some (like gamebyro) appeared awfully quickly...is it just a quick and dirty port of the morrowind version or has it been rebuilt for the wii as needed? Obhiously Quantum3 is built for the wii from the ground up pretty much....its something high voltage are very proud of (and rightfully so). however i heard conflicting messages with regard to licencing. my origonal impression was that HV were trying to become the epic of the wii...licencing the engine and basically becomign a middleware company. the conduit would be as much a tech demo as a game. however a few months later i heard they were focused on games development and werent hugely interested in licencing the tech. I also wonder how much fuirther devs are going to be able to push the wii. the DS just recieved moon which, considering the hardware, does absolutely crazy stuff that was thought impossible on the platform. i could go on about game engines in general and why there used for a bit if anyone is interested but it would be very boring. engines recieve alot of glammering marketing but there not marketed at gamers for a very good reason. lets just say that devs love licencing an engine such as the unreal engine because it saves them from the laborious stuff. all a game engine is is a collection of code and libraries that do the most common tasks that a game requires to function (like render the graphics, recieve user input and output the audio). unless ure game has very specific requirements...licencing an engine makes more sense. theres no need to reinvent the wheel. If anyone wants to have a look at an engine that has been industry tested though then u can download the quake 3 engine for free. ID released it as open source fostware years ago. u would need to be pretty skilled and knowledgable about programming though to make head nor tail of it. speaking of quake 3...i wonder what john carmack couls squeez out of the wii?
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#13 osan0
Member since 2004 • 18239 Posts
A quick look on wiki shows that Gamebyro is being used in the making of Sadness and was used to make Tenchu 4 and Bully.Devil-Itachi
i knew about sadness but i didnt know about the other 2. i can see why they would use it in bully...that has a fairly big town as far as i know. but tenchu? interesting. i havent looked at that game in any detail...maybe that has big areas too. it would be a pretty good engine to use for no more heros 2 also. the gamebyro engine is pretty effective at dealing with large areas.
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#14 DarthFudgeums
Member since 2008 • 43 Posts
[QUOTE="osan0"]in alot od cases a dev wont bother announcing what engine their using unless they see it as an effective marketing tool (eg lots of devs liek to show off that there using UE3). it would be interesting to see how gamebyro holds up. obhiously u can dismiss any illusions of having something like oblivion on the wii in terms of visuals...but it would ease the development of an elder scrolls game or a port of morrowind (though bethesda have expressed no interest in wii development..so those ideas will probably only remain in the head. shame). I also wonder to what extgent these engines have been modified? getting them working on the wii is one thing but how optimized are they? some (like gamebyro) appeared awfully quickly...is it just a quick and dirty port of the morrowind version or has it been rebuilt for the wii as needed? Obhiously Quantum3 is built for the wii from the ground up pretty much....its something high voltage are very proud of (and rightfully so). however i heard conflicting messages with regard to licencing. my origonal impression was that HV were trying to become the epic of the wii...licencing the engine and basically becomign a middleware company. the conduit would be as much a tech demo as a game. however a few months later i heard they were focused on games development and werent hugely interested in licencing the tech. I also wonder how much fuirther devs are going to be able to push the wii. the DS just recieved moon which, considering the hardware, does absolutely crazy stuff that was thought impossible on the platform. i could go on about game engines in general and why there used for a bit if anyone is interested but it would be very boring. engines recieve alot of glammering marketing but there not marketed at gamers for a very good reason. lets just say that devs love licencing an engine such as the unreal engine because it saves them from the laborious stuff. all a game engine is is a collection of code and libraries that do the most common tasks that a game requires to function (like render the graphics, recieve user input and output the audio). unless ure game has very specific requirements...licencing an engine makes more sense. theres no need to reinvent the wheel. If anyone wants to have a look at an engine that has been industry tested though then u can download the quake 3 engine for free. ID released it as open source fostware years ago. u would need to be pretty skilled and knowledgable about programming though to make head nor tail of it. speaking of quake 3...i wonder what john carmack couls squeez out of the wii?

thats pretty interesting i didn't know some of that :D
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#15 DarthFudgeums
Member since 2008 • 43 Posts
[QUOTE="Devil-Itachi"]A quick look on wiki shows that Gamebyro is being used in the making of Sadness and was used to make Tenchu 4 and Bully.osan0
i knew about sadness but i didnt know about the other 2. i can see why they would use it in bully...that has a fairly big town as far as i know. but tenchu? interesting. i havent looked at that game in any detail...maybe that has big areas too. it would be a pretty good engine to use for no more heros 2 also. the gamebyro engine is pretty effective at dealing with large areas.

yea i knew about sadness also that graphics in that game are supposed to be really good same with techu i think hopefully they improve the open world mechanic on no more heroes 2
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#16 DarthFudgeums
Member since 2008 • 43 Posts
when u really think about it the visuals really come down to the artists then to the technology to put it all together
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danger_ranger95

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#17 danger_ranger95
Member since 2006 • 5584 Posts

I honestly hate when companies brag about their so called sweet engines and what they can do. I mean, obviously...the more they can do the better for us. But, even the companies that make/use them on a regular basis think they max them out completely...some other dev out there could do a few tricks and completely master it themselves.

Engines are nice, but it honestly comes down to the devs to work the magic. Some teams just understand them completely, and some just understand what can't be done.

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#18 DarthFudgeums
Member since 2008 • 43 Posts

I honestly hate when companies brag about their so called sweet engines and what they can do. I mean, obviously...the more they can do the better for us. But, even the companies that make/use them on a regular basis think they max them out completely...some other dev out there could do a few tricks and completely master it themselves.

Engines are nice, but it honestly comes down to the devs to work the magic. Some teams just understand them completely, and some just understand what can't be done.

danger_ranger95
yea i've heard a few companies say they "pushed the hardware" and they end up making a crappy game
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#19 wiifan001
Member since 2007 • 18660 Posts
It's not the engine itself but rather how the company uses it. The engine for used Call of Duty:World at War was used and in the end a great game was published. Star Wars: the force unleashed, on the other hand, used not one but three engines, and a big part of it was used for real time physics, which worked very well, but in the end still wound up with a title that...imo was very disappointing.
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#20 Sepewrath
Member since 2005 • 30708 Posts

[QUOTE="SSBFan12"]Whats your point? There just game engines.ActicEdge

The point is to have a conversation that doesn't involve the same (name hardcore wii games, when is Nintendo going to realease the next Zelda or Star Fox or F-Zero or a JasonGuy topic where everyone disagrees with him and attacks each other). If you have nothing to contribute don't post in the thread, don't insult one of the more original topics on this board.

lol funny post but equally true. I think the reason we don't see the engines getting put into use if because devs aren't putting all they can into Wii game. Basically they just use modified GC or PS2 engines for games which is why the Wii's hardware is often underused. They decide against either creating engines which takes money or licensing an engine which also obviously takes money. The only way the engine from The Conduit or any other original game on the Wii would find success as a licensed engine is if the game accompanying that engine is successful. In other words The Conduit would have to perform well both critically and especially commercially in order for the engine to be taken as plus to development.
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#21 mikia07
Member since 2008 • 102 Posts
im not sure about the engines you listed but i know havok was used in ssbb and de blob. havok isn't really that new but it works well.
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painguy1

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#22 painguy1
Member since 2007 • 8686 Posts
Oh god not the Unity engine. i hate that thing. Also to the guy above me havok is a physics engine.
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#23 mikia07
Member since 2008 • 102 Posts

Oh god not the Unity engine. i hate that thing. Also to the guy above me havok is a physics engine.painguy1

i know its a physics engine. i thought we where talking about engines in general and not just build engines. my bad.

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livinitup01

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#24 livinitup01
Member since 2004 • 1245 Posts
What type of engine does PyroBlazer use? That game looks phenomenal for Wii and I don't even think it's being made my a huge company. http://wii.ign.com/dor/objects/14245910/pyroblazer/videos/PyroblazerInGameMovie_110608.html
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#25 painguy1
Member since 2007 • 8686 Posts

[QUOTE="painguy1"]Oh god not the Unity engine. i hate that thing. Also to the guy above me havok is a physics engine.mikia07

i know its a physics engine. i thought we where talking about engines in general and not just build engines. my bad.

o lol. sry

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#26 gamefan67
Member since 2004 • 10034 Posts
Wow. An original post on the Wii forum!?! On a more serious note, I believe that the Quantam 3 engine is the most impressive out of the ones listed. The one being used for Cursed Mountain is looking good too.
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#27 DarthFudgeums
Member since 2008 • 43 Posts
[QUOTE="ActicEdge"]

[QUOTE="SSBFan12"]Whats your point? There just game engines.Sepewrath

The point is to have a conversation that doesn't involve the same (name hardcore wii games, when is Nintendo going to realease the next Zelda or Star Fox or F-Zero or a JasonGuy topic where everyone disagrees with him and attacks each other). If you have nothing to contribute don't post in the thread, don't insult one of the more original topics on this board.

lol funny post but equally true. I think the reason we don't see the engines getting put into use if because devs aren't putting all they can into Wii game. Basically they just use modified GC or PS2 engines for games which is why the Wii's hardware is often underused. They decide against either creating engines which takes money or licensing an engine which also obviously takes money. The only way the engine from The Conduit or any other original game on the Wii would find success as a licensed engine is if the game accompanying that engine is successful. In other words The Conduit would have to perform well both critically and especially commercially in order for the engine to be taken as plus to development.

thats kinda true lol if The Conduit fails then.........D:
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#28 DarthFudgeums
Member since 2008 • 43 Posts
[QUOTE="gamefan67"]Wow. An original post on the Wii forum!?! On a more serious note, I believe that the Quantam 3 engine is the most impressive out of the ones listed. The one being used for Cursed Mountain is looking good too.

I forgot about Cursed Mountain when i posted this lol what engine does it use?
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#29 DarthFudgeums
Member since 2008 • 43 Posts

[QUOTE="painguy1"]Oh god not the Unity engine. i hate that thing. Also to the guy above me havok is a physics engine.mikia07

i know its a physics engine. i thought we where talking about engines in general and not just build engines. my bad.

Its cool I was gonna put something about physics engines too but kinda forgot lol
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#30 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="gamefan67"]Wow. An original post on the Wii forum!?! On a more serious note, I believe that the Quantam 3 engine is the most impressive out of the ones listed. The one being used for Cursed Mountain is looking good too.DarthFudgeums
I forgot about Cursed Mountain when i posted this lol what engine does it use?

Its called the Athena engine. It suppose to be good for lighting and HDR effects.

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#31 DarthFudgeums
Member since 2008 • 43 Posts
[QUOTE="gamefan67"]Wow. An original post on the Wii forum!?! On a more serious note, I believe that the Quantam 3 engine is the most impressive out of the ones listed. The one being used for Cursed Mountain is looking good too.

lol I think it is pretty much the most popular in terms of showing what it can do and a lot of ppl know about it from the game The Conduit
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#32 evrdayblues
Member since 2005 • 512 Posts

What type of engine does PyroBlazer use? That game looks phenomenal for Wii and I don't even think it's being made my a huge company. http://wii.ign.com/dor/objects/14245910/pyroblazer/videos/PyroblazerInGameMovie_110608.html livinitup01

Whoa a high velocity racer, nice! Looks good, I encourage people to look at this! http://wii.ign.com/dor/objects/14245910/pyroblazer/videos/PyroblazerInGameMovie_110608.html

Never heard of it before, thanks.

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#33 evrdayblues
Member since 2005 • 512 Posts
Pyroblazers seems to be out on PC already, no Wii release date but I think it's UK only... Sorry I'm slighly off topic...
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gamefan67

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#34 gamefan67
Member since 2004 • 10034 Posts
[QUOTE="gamefan67"]Wow. An original post on the Wii forum!?! On a more serious note, I believe that the Quantam 3 engine is the most impressive out of the ones listed. The one being used for Cursed Mountain is looking good too.DarthFudgeums
lol I think it is pretty much the most popular in terms of showing what it can do and a lot of ppl know about it from the game The Conduit

Well the Conduit does look good. It seems like the engine fails at art though. (FYI- I know the game art is handled by the developers.)
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gamefan67

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#35 gamefan67
Member since 2004 • 10034 Posts

[QUOTE="DarthFudgeums"][QUOTE="gamefan67"]Wow. An original post on the Wii forum!?! On a more serious note, I believe that the Quantam 3 engine is the most impressive out of the ones listed. The one being used for Cursed Mountain is looking good too.ActicEdge

I forgot about Cursed Mountain when i posted this lol what engine does it use?

Its called the Athena engine. It suppose to be good for lighting and HDR effects.

Yea that Athena engine is looking pretty good too.
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DarthFudgeums

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#36 DarthFudgeums
Member since 2008 • 43 Posts
i hope the games that use those engines turn out well
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speedracer3190

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#37 speedracer3190
Member since 2005 • 205 Posts
Is Capcom licensing the engine for Monster Hunter Tri? The game looks beautiful btw.
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DarthFudgeums

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#38 DarthFudgeums
Member since 2008 • 43 Posts
Is Capcom licensing the engine for Monster Hunter Tri? The game looks beautiful btw.speedracer3190
hmm idk what engine does that game use? but yea it looks pretty amazing have u noticed that some games that have been made for psp and moved to wii are pretty good like MOH2 and now this game?
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DarthFudgeums

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#39 DarthFudgeums
Member since 2008 • 43 Posts

Oh wow people look at this :o

http://wii.ign.com/dor/objects/14248157/the-conduit/videos/conduit_devfeaturesvid_011509.html

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manicgigantic

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#40 manicgigantic
Member since 2009 • 25 Posts

Oh wow people look at this :o

http://wii.ign.com/dor/objects/14248157/the-conduit/videos/conduit_devfeaturesvid_011509.html

DarthFudgeums

I really like it but it just looks like a less detailed half-life 2... maybe it's just me...

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DarthFudgeums

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#41 DarthFudgeums
Member since 2008 • 43 Posts
[QUOTE="DarthFudgeums"]

Oh wow people look at this :o

http://wii.ign.com/dor/objects/14248157/the-conduit/videos/conduit_devfeaturesvid_011509.html

manicgigantic

I really like it but it just looks like a less detailed half-life 2... maybe it's just me...

I like it too they seem to have done a good job with the wii's tech hmm half-life 2...I dunno maybe
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mariokart64fan

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#42 mariokart64fan
Member since 2003 • 20828 Posts

you answered your question. lol, one any way, the condult uses the last one you mention silly

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#43 DarthFudgeums
Member since 2008 • 43 Posts

you answered your question. lol, one any way, the condult uses the last one you mention silly

mariokart64fan
lol yea i did :p but i think i knew that b4 haha