Rebel Galaxy

Rebel Galaxy

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Torx Jul 6, 2015 @ 6:26pm
What game engine is RG using?
I first thought it may be Unity, but I couldn’t find this game on their website.
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Showing 1-8 of 8 comments
Rebel Galaxy is based on the same engine they used for Torchlight. OGRE. They licensed the tools since they were familiar with them already.
Torx Jul 7, 2015 @ 4:34am 
Thanks. I wasn’t aware that there are devs who would use OGRE nowadays. But I guess it make sense to reuse the Torchlight engine part. And the game looks appealing.
Originally posted by SouldomainTM:
Thanks. I wasn’t aware that there are devs who would use OGRE nowadays. But I guess it make sense to reuse the Torchlight engine part. And the game looks appealing.
Lots of developers use OGRE though. Why wouldn't they?
Torx Jul 8, 2015 @ 3:26am 
Yeah, I guess some devs use OGRE for their own engine. It’s just not very wise in 2015 to work with your own engine in the first place. I only asked because I work on my own game and still learning. It’s not like that as a gamer, that I would overly care which engine a games uses. At least if the end result is good.
travis  [developer] Jul 14, 2015 @ 12:05pm 
It is a super messed-around Ogre at this point. Customized renderers, custom file formats, custom materials system, file management. And of course console ports.
Torx Jul 14, 2015 @ 1:43pm 
Originally posted by travis:
It is a super messed-around Ogre at this point. Customized renderers, custom file formats, custom materials system, file management. And of course console ports.

Sounds like a lot of work. I don’t have enough dev experience to try a similar thing myself. So my own obvious engine choice was Unity. Though, it seems that I still learned enough now to realize that Unreal Engine 4 offers a lot more than Unity 5. So I guess in a few days I will switch to UE4 entirely.

Funny thing with UE4 is, that it isn’t even just the graphics renderer that is obviously impressive. But also the development experience as a whole with the UE4 tools.
travis  [developer] Jul 14, 2015 @ 2:21pm 
The main reason I stuck with Ogre was really familiarity. I had weird stuff to do to render extreme distances, tools I was familiar with (and in some cases wrote, like model exporters), and a lot of knowledge about the code, so I didn't have to waste any of our development time spinning up on new tech. Definitely the right move for this project, anyway.
Originally posted by travis:
The main reason I stuck with Ogre was really familiarity. I had weird stuff to do to render extreme distances, tools I was familiar with (and in some cases wrote, like model exporters), and a lot of knowledge about the code, so I didn't have to waste any of our development time spinning up on new tech. Definitely the right move for this project, anyway.
Kind of how Crate licensed the Titan Quest engine. Makes a lot more sense to use tools you know your way around when you're starting small.
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Date Posted: Jul 6, 2015 @ 6:26pm
Posts: 8