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Original post by Tacit
The other thing about the unlimited use model is that, realistically, if you''re a game development company, how many games will you really make using the same engine?
Yes, absolutely. There''s multiple goals with the unlimited use model, and another one is to try and get multiples of the single use license fee, anticipating that a given studio won''t use the game for more than one or two games.
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Original post by Tacit If we factor in an average development cycle of 2 years, by the time you''ve finished your first project, the engine is already somewhat out of date. Assuming you still go ahead with the same engine for a second title (hey, it''s been done), by the time that one is finished you have in your possession a very advanced 4 year old engine that just won''t pass muster for the latest games.
BUT, the annual support model does manage to avoid this situation to a significant degree. NetImmerse 3.1 for example supported OpenGL and DirectX 7, using the fixed function pipeline for T&L. NetImmerse 4.0, which came out basically around January 2001, supports DX8 and the programmable hardware pipeline. There was an interim update around April I think that added Gamecube support. Plus, they do add updated algorithms (improved inverse kinematics for example), drop outdated algorithms and features (software only Bezier patch geometry for example), etc., in a darned good attempt to keep up with the state-of-the-art. It ain''t perfect, and it isn''t as up-to-date as a studio with a Sweeney or Carmack can manage, but its a hell of a lot rosier than the picture you painted,
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You would never need to buy a second unlimited use license. The annual support (which is at least an order of magnitude less than an unlimited use license) keeps your engine as up-to-date as it gets from that engine vendor.
Graham Rhodes
Senior Scientist
Applied Research Associates, Inc.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net