I think Sonic Heroes went rendereware due to the project being multiplatform. Also I know renderware is by criterion. I am a coder after all (as well work with an ex criterion coder). :thumbsup:
@Cahaz: I just didnt understand the seriously part , was it funny to you or was it not? @subbie: I know you know, i didn't imply otherwise. Did shadow use the Renderware engine too? In answering your own question, wouldn't it make more sense for them to use a SA2:B derivative engine instead of the multi-platform renderware engine, in your view?
The SA2/B engine had some highend textures at the time, and still looks greats today. Since the original Nights had an extensive use of textures (even if grainy ones) it would make more sense to use this than the renderware one, which looked like crap BTW... Plus the Wii is a GC, so it shouldnt give any new issues. BTW, barcode are you saying they used the SA2B engine in SADX? I thought it was a straight port, cuz it still had most glitches from the original SA game.
If not a variant of the SA2:B engine, SAX got a treatment for sure. The engine differs from the DC one at points. So much that in my view it looks better than SA2:B (SA2:B being closer to the Dreamcast port than SAX to SA1) All said and done, I wish they would use the Secret Rings engine for visuals. Those are the first graphics I saw on the Wii that didn't remind me of the GC.
As a side, Renderware is used in a lot of games including the Burnout series, so it depends on the art team behind the game and not necessarily the middleware being used.
Actually, it would be very weird if they didn't use the Secret Rings engine. I mean, it already has most of the structure intact (Since you would be flying forward anyways), similar graphics engine to the new NiGHTS shots, and is already built from the ground up for the Wii.
Really? I don't know all that much about the different engines, but they must have modified the hell out of it (That, or the lack of control solved the speed and path detection problem all the other games had).
they most probably just half-assed the Heroes engine other products using it have been superior in many ways.
According to http://en.wikipedia.org/wiki/RenderWare, though I don't know how reliable that information really is. My understanding was that Renderware is a graphics API and provides a solution for the graphical engine of the game, the rest is up to the developers. Hopefully subbie will put me right if I'm incorrect.
according to the link , Renderware was not used in Shadow the Hedgehog, and this was most definately a multiplatform title. In the light of wikipedia and assuming its correct, Subbie, you mentioned Renderware being used in Heroes for being better oriented for multiple platforms - which engine does Shadow use? SA2:B?
and according to friends who've used renderware in school they hate it and wish they've never used it ^^
As far as I was aware (judging by packaging), Renderware was used on Sonic Heroes, Sonic Mega Collection & Sonic Gems (for the 3D interface), Sonic the Hedgehog (X360 & PS3) and Secret Rings. Shadow used Sega's own in-house engine AFAIK after claims it was better than RenderWare but it wasn't brilliant. Gamecube games used Renderware 3, X360, PS3 and Wii used RenderWare 4. And finally... RenderWare is a 3D graphics engine which offers easier coding and cross-compatibility between consoles. 'nuff said
From what I read, Renderware is no longer available for purchase, since EA bought criterion. Anyone working on Renderware-based games is doing so under their old license.
I have to double check but I dont think EA owns renderware. Just licensing rights to some of their games. Will confirm with a friend. --edit-- According to a friend what you said is essentualy true. Any software now using renderware are old projects or old contracts EA is still honoring. Other then that no new studio or games can use renderware if not previously in a contract with criterion.