Scrap Mechanic

Scrap Mechanic

Terapi Apr 26, 2016 @ 11:46am
Which game engine is this made in??
I'm just curios to know what game engine this is made in :P It doesn't really look like any Unreal engine's so i'm gonna guess it's made in maybe Unity?
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Showing 1-11 of 11 comments
Kacper  [developer] Apr 26, 2016 @ 12:05pm 
It’s Ogre with custom plugin and bullet.
We added so much on top that it’s basically our own engine at this point.
Fetchbunny Apr 26, 2016 @ 12:07pm 
Originally posted by Kacper:
It’s Ogre with custom plugin and bullet.
We added so much on top that it’s basically our own engine at this point.
While you are here can you finally add Sub forums. Sorry to go off topic but things are a mess.
MechWarden Apr 26, 2016 @ 12:17pm 
Woo, wasn't expecting a response directly from the Dev team!

I don't suppose looking into what Ogre is would really give away much in the line of 'secrets' on how the game works, huh? lol

There is no way in hell a regular (or even premium) FPS physics engine would be fit for a physics simulation game. So many corners are cut, and objects set into templates that it just wouldn't fit well for Scrap Mechanic at all.

I doubted this was made in Unity, since Besieged is in Unity and just didn't have the same... idk, 'feel' to it. Also I saw someone else talk about Ogre, so yeah... :steammocking:
(added edit)
Originally posted by Plzbanme:
Originally posted by Kacper:
It’s Ogre with custom plugin and bullet.
We added so much on top that it’s basically our own engine at this point.
While you are here can you finally add Sub forums. Sorry to go off topic but things are a mess.
I guess someone failed their will save vs 'making nagging comment' lol

I was tempted to add a few things as well, but (barely) managed to stop myself.
Last edited by MechWarden; Apr 26, 2016 @ 12:20pm
Fetchbunny Apr 26, 2016 @ 12:31pm 
Originally posted by MechWarden:
Woo, wasn't expecting a response directly from the Dev team!

I don't suppose looking into what Ogre is would really give away much in the line of 'secrets' on how the game works, huh? lol

There is no way in hell a regular (or even premium) FPS physics engine would be fit for a physics simulation game. So many corners are cut, and objects set into templates that it just wouldn't fit well for Scrap Mechanic at all.

I doubted this was made in Unity, since Besieged is in Unity and just didn't have the same... idk, 'feel' to it. Also I saw someone else talk about Ogre, so yeah... :steammocking:
(added edit)
Originally posted by Plzbanme:
While you are here can you finally add Sub forums. Sorry to go off topic but things are a mess.
I guess someone failed their will save vs 'making nagging comment' lol

I was tempted to add a few things as well, but (barely) managed to stop myself.
They use bullet physics for you know the physics. I have never heard of it before this game so this must be its first major use.
MechWarden Apr 26, 2016 @ 12:58pm 
If bullet physics is anything like I imagine it (which I doubt, since this is a wild ass guess), I hope they fix it up and impliment more of it, since much of the high speed stuff tends to just glitch through things and just not work very well at all.


I'm assuming it calculates out some of the important details between normal frames of physics, so it better preserves 'reality'. Without it, things going fast enough could seemingly zoom through eachother, because the system 'blinked' at the event the collision should have happened, and in-turn didn't calculate it out.
Terapi Apr 26, 2016 @ 1:33pm 
Originally posted by Kacper:
It’s Ogre with custom plugin and bullet.
We added so much on top that it’s basically our own engine at this point.
Yeah ok :P
Fetchbunny Apr 26, 2016 @ 1:47pm 
Originally posted by MechWarden:
If bullet physics is anything like I imagine it (which I doubt, since this is a wild ass guess), I hope they fix it up and impliment more of it, since much of the high speed stuff tends to just glitch through things and just not work very well at all.


I'm assuming it calculates out some of the important details between normal frames of physics, so it better preserves 'reality'. Without it, things going fast enough could seemingly zoom through eachother, because the system 'blinked' at the event the collision should have happened, and in-turn didn't calculate it out.
Glitch through? That is an easy fix if I think I know what the bug is. They just need to increase the update rate for objects. Objects are updated every so many times a second in the world on their current placement. KSP has this same problem. Getting two things to smash into enough in orbit is near impossble.
MechWarden Apr 26, 2016 @ 2:15pm 
Not as much now as it apparently was earlier, but some unavoidably high speed things can still can slip by some tight physics refresh rate.

You can't just jack up the refresh rates without causing problems elsewhere, so they can't change the calculation rates too much unless some else gets modified.

At least basic impact calculations are solid. Had a glitched out pipe fling straight up on me when I detached it, and after giving up on looking for it I heard it thud onto the ground near by. Wish I knew were it was in mid air. That had to have been the fastest object I've almost ran into, yet.
NovaBlox May 23, 2020 @ 6:05pm 
it Unreal engine's
Terapi May 24, 2020 @ 12:54am 
Originally posted by NovaBlox:
it Unreal engine's
Why even bother bumping this thread? I've clearly gotten the correct answer already. It's pretty obvious that it's not unreal engine.
Mrcrazykid Mar 9, 2021 @ 8:14am 
all i know is the language they used is lua
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Date Posted: Apr 26, 2016 @ 11:46am
Posts: 11