![star wars the old republic knights of the fallen empire star wars the old republic knights of the fallen empire](https://cdn.cloudflare.steamstatic.com/steam/apps/1286830/extras/about_growingworld2.jpg)
- STAR WARS THE OLD REPUBLIC KNIGHTS OF THE FALLEN EMPIRE SOFTWARE
- STAR WARS THE OLD REPUBLIC KNIGHTS OF THE FALLEN EMPIRE CODE
- STAR WARS THE OLD REPUBLIC KNIGHTS OF THE FALLEN EMPIRE LICENSE
In the end, we replaced about half the code we licensed.
STAR WARS THE OLD REPUBLIC KNIGHTS OF THE FALLEN EMPIRE LICENSE
Instead of trying to license another solution, we bought a developer license to something that was close to what we wanted, then proceeded to rewrite the entire front-end, customize a dozen or more parts of the datastore system, and replace the main storage system with our own custom storage. They had the engineering staff to finish and rewrite whole sections of the code base and they wanted the freedom to change whatever they needed.Īs an example that I'm intimately familiar with: My employer wanted to get away from trying to work with 3rd party email services, as we always have trouble integrating them into our multi-tier, multi-datacenter, and specialized pre/post-processing pipelines. That's why Bioware/EA didn't care about the fact that it was unfinished and lightly documented. Yes, note that they didn't just license-and-use the engine, they paid for a license that lets them use the code and change it as they desire. Its recognizable as being Hero based (particularly in client-server structure and behavior and the development tools), but the changes to it are extensive and far beyond what Simutronics had achieved. It uses the SWTOR engine, which is largely based on an early version of Hero. They have more dynamic quests, far better shaders, better gpu support, far better scaling, and better developer/designer tools. Since they purchased their framework copy, they added a bunch of things that Hero could never do. The Hero engine was a decent tech demo, but failed to deliver on a number of things. It also had some unfortunate changes caused by their unfamiliarity with engine, but those were ironed out mostly for ME2.įor SWTOR, Bioware did even more drastic customizations. The final engine in use in the game was largely similar to the Unreal engine, but it had a number of tweaks and customizations in it.
STAR WARS THE OLD REPUBLIC KNIGHTS OF THE FALLEN EMPIRE SOFTWARE
This is actually fairly common in software development, though modern video games tend to do less customization than other fields.įor another example, when Mass Effect was created, Bioware bought a license for the Unreal engine that permitted them to make changes to it. Basically, they bought a foundation and a set of development tools, then continued evolving the engine from there. They bought an early version as a way to bootstrap their own development. Bioware approached them to buy the rights to use/modify the engine. To launch SWTOR in time Bioware went in and worked on engine themselves. /r/GamePhysics - Clips of game physics shining and glitchingĭesign based on /r/FlatBlue created by /u/creeschīioware was wooed by their tech demos and allegedly begged to use it even though the engine wasn't ready./r/gaming4gamers - middle ground between purely-for-fun and more serious subreddits.
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