:( indeed. With a competent dev, budget, and realistic deadline the move from Renderware to Unreal could have worked. Instead R* farmed it out to a third party and based it off the mobile code. 3 of the biggest games of all time just absolutely shit on by their own parents.
If I recall correctly some of the Final Fantasy remakes/"enhanced ports" run on Unity
Yes. They're excellent remakes held back by technical issues due to the engine switch, although you have to be sensitive to framerate judder to notice.If I recall correctly some of the Final Fantasy remakes/"enhanced ports" run on Unity
Quake 1, I think for both N64 and Saturn. At the very least, Saturn was a must. The console couldn't run the Quake engine.
Nightdive Studios : Kex engine. Every old game they've ported over from Doom 64 to Shadowman
Nightdive Studios : Kex engine. Every old game they've ported over from Doom 64 to Shadowman
The Silver Case too.
What are the non-Definitive PC ports running on? Still Renderware?:( indeed. With a competent dev, budget, and realistic deadline the move from Renderware to Unreal could have worked. Instead R* farmed it out to a third party and based it off the mobile code. 3 of the biggest games of all time just absolutely shit on by their own parents.
SMT III Nocturne Remaster runs on the Unity engine
The PC port of killer7 too
Renderware yeaWhat are the non-Definitive PC ports running on? Still Renderware?
YupSame thing for Pokémon Brilliant Diamond & Shining Pearl, apparently.
My understanding is they are running a version of the original engine (specifically coming from the mobile ports) weirdly wedged into Unreal4. Kind of in a strange way, it using the original engine has become the problem for it. The code base has been degrading worse and worse over time.
These run the original engine. Kex allows for full abstraction of the game loop, so we can turn the game loop into whatever we like, including another engine. Shadowman notably is the PS1 codebase (the only codebase left, it appears), turned back into the PC code base done through reverse engineering and disassembly. Doom64 meanwhile is kind of the reverse; the PC Doom codebase compared with the N64 disassembly. That codebase itself seemingly being an iteration of JagDoom->PSX Doom->Doom 64, and JagDoom itself coming from PC Doom v1.2.Nightdive Studios : Kex engine. Every old game they've ported over from Doom 64 to Shadowman
Almost. The code base has the same lineage however. You can easily argue that Source is just a newer version of the Half-Life code base.Does Half-Life: Source count? It was ported to another engine on the same platform.
"We take gameplay pieces of the code base, and we're able to basically plug those and integrate those into our engine," Bluepoint CTO Peter Dalton said about the studio's innovative approach that allows it to connect a modern AAA engine with the original gameplay mechanics.