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Few thoughts on the genres and types of games that can be made with CopperCube

SamGrady
Guest
Quote
2024-04-04 16:02:30

Hello everyone, some forum users know me as Sam Grady or as new object. I've been using the CopperCube game engine for quite some time now, and occasionally, I try to assist other users with advice or suggesting various solutions. However, today I've decided to share my opinion about the engine because I often notice that new users (and sometimes not only new ones) don't understand that the engine doesn't allow for the implementation of certain genres and types of games.
CopperCube is my favorite tool for several reasons:
-Ease of use;
-Low hardware requirements;
-Extremely convenient syntax for coding;
-Small size;
These are the main advantages for me, as I'm currently using rather weak hardware for work. However, alongside its advantages, it has a plethora of drawbacks, namely:
-Utilization of very primitive and weak physics;
-Outdated technologies for working with animated meshes;
-Limited and old shaders;
-Poor optimization when working on large projects;
-Lack of customization and full UI editor settings;
For me, there are no more critical drawbacks, and the advantages it offers completely outweigh its shortcomings. At first glance, this engine has certain limitations in genres and possibilities for the final product, and I want to discuss that in this article.

CopperCube allows you to create games of almost any genre, but there are genres that are categorically not recommended to even start with on this engine. First and foremost, let's talk about the types of games that are best suited for CopperCube. This tool is well suited for the majority (if not all) of arcade genres, be it a beat 'em up, shoot 'em up, or drag racing game. However, when it comes to what shouldn't be done, it's open-world or full-fledged shooters. Why is that? It's simple: this engine won't allow you to create worthy enemies or implement pathfinding effectively. It may be possible to achieve pathfinding through a good JS API, but in this case, you can only place a maximum of three or four enemies against the player simultaneously. And as for an open world, even very simple NPCs will kill performance with just five or six of them. This raises the question: what if the hardware is powerful? Yes, the game will run, but the outdated DirectX won't allow you to use decent graphics, resulting in game that look like game from 2005, despite being needed hardware 2018-2019. I find such an approach very poor and always advise avoiding it. If a game looks and plays like it's from 2005, it should run on hardware from 2005.

Thus, this engine is very well suited for using simple enemies and releasing them against the player in small "arenas" similar to slashers like Devil May Cry or God of War. Hence, I reiterate that CopperCube is good for arcade games.
With this post, I want to convey that if you want to create your own Witcher 3 or your own GTA, you can confidently remove CopperCube and search for another engine. However, if you aim to make a game similar to the old Resident Evil, Silent Hill, or even Devil May Cry, you can achieve it, but again, remember that this engine doesn't excel in graphics. How well your project will visually appear depends on your skills in 3D modeling and texturing, as the shader models are quite old, and in general, the engine is very basic in terms of visualization.
[b]As a conclusion, for all novice users, I advise first understanding what exactly the engine allows you to do, and only then delve into learning it, so I believe that:
-CopperCube is well-suited for developing arcade-style games, including beat 'em ups, shoot 'em ups, and racing games.
-It can handle simple 3D platformers and puzzle games effectively.
-Due to its limitations in physics and graphics, it may not be suitable for complex open-world games or high-end shooters.
-However, it can still be used for creating atmospheric horror games reminiscent of classic titles like Resident Evil or Silent Hill, as well as action-adventure games like Devil May C


serge
Registered User
Quote
2024-04-04 22:49:55

I like the game engine as while but i hope someday the room map and water surface could be updated.

There's no business will hire a Coppercube developer because i don't think business use this program. Everyone use Unity as work for hire.

IAP and admob i know alot of would love for this implement but it's only through source code.

Hopefully someday code can be implement for bill acceptor. I work in a gaming industry which use bill acceptor and ticket printers. If there codes create for accepting RFID, Bill acceptor, and ticket printer.

But hands down this is a great program!


luposian
Registered User
Quote
2024-04-05 01:39:01

wrote:
I like the game engine as while but i hope someday the room map and water surface could be updated.

There's no business will hire a Coppercube developer because i don't think business use this program. Everyone use Unity as work for hire.

IAP and admob i know alot of would love for this implement but it's only through source code.

Hopefully someday code can be implement for bill acceptor. I work in a gaming industry which use bill acceptor and ticket printers. If there codes create for accepting RFID, Bill acceptor, and ticket printer.

But hands down this is a great program!

I've wanted to open up my own arcade, with unique games you CANNOT play anywhere else (no home versions). Trying to see if cryptocurrency could be used in some way.

Our town is small, so I think a small arcade (maybe 10-15 machines) could work, till we had enough money to expand. Anyone here in the USA able to ship me an empty arcade cabinet (vertical or horizontal monitor layout) cheap, so I can copy the pattern and make new cabinets from it?

I also have a game idea, based on an old b/w Macintosh game, that could be used as a redemption game for a local pizza parlor, to help them make money, but also offer people free food (prizes), if they win.


serge
Registered User
Quote
2024-04-05 03:14:14

Sounds like a good idea!

Look into this for source code for bill acceptor. This require Studio version of Coppercube.

https://codecanyon.net/item/cash...


Guest
Guest
Quote
2024-04-05 03:49:46

I swear this community gets weirder and weirder by the day...


luposian
Registered User
Quote
2024-04-05 05:24:14

Guest wrote:
I swear this community gets weirder and weirder by the day...

Blame Nico for not giving us all the upgrades being clamored for... that's what's causing, it, I tell ya!



SamGrady
Guest
Quote
2024-04-05 12:08:37

Blame Nico for not giving us all the upgrades being clamored for... that's what's causing, it, I tell ya!

Sorry but I think his doing really great job, last update thanks to just in case add lots of good functions, but what you guys talking about is not engine issues, if you want to make game for some arcade use right tools for that.


Guest
Guest
Quote
2024-04-05 17:59:53

I have completed 3 WebGL projects for corporate using this system...

Saying that businesses won't use this system is nonsense.

Although, everything that I built for them was a WebGL business tool that had nothing to do with game development...


SamGrady
Guest
Quote
2024-04-05 18:30:34

Right, when I first time met coppercube it was more about interactive presentation than game, so business need in tools like coppercube, question is how good you can use this tool...


Guest
Guest
Quote
2024-04-05 20:13:12

@Sam

I mostly agree with your post, but I will say making open-world type games is certainly doable in CC if you're a programmer. You just have to realize the truth, Neo...

🔎︎



SamGrady
Guest
Quote
2024-04-05 21:08:33

In some instances, you are correct. However, as I mentioned earlier, achieving a high number of NPCs demands hardware with formidable performance capabilities. Despite this, the outcome seems incongruous. So game resembling early PS2 graphics, or perhaps even worse, while necessitating exceptionally powerful hardware (CPU).
If you're a truly adept programmer, you might be able to create something akin to GTA 3. However, it's worth noting that GTA 3 runs smoothly on older hardware, while your game would demand more performance than even GTA V.
What's the point of creating this game then? It seems more sensible to opt for a different game engine.


luposian
Registered User
Quote
2024-04-05 22:28:43

SamGrady wrote:
Blame Nico for not giving us all the upgrades being clamored for... that's what's causing, it, I tell ya!

Sorry but I think his doing really great job, last update thanks to just in case add lots of good functions, but what you guys talking about is not engine issues, if you want to make game for some arcade use right tools for that.

Did you see the smiley? I was JOKING.


Guest
Guest
Quote
2024-04-06 00:10:49

@Sam

Dude, my $600 non-gaming PC runs 70 of these unoptimized default animated meshes before halving my frames at 30:

🔎︎


Can you even fathom how much wiggle room that yields? I guess you're just a 'glass is half full' kind of guy, Sam.

Well, I've got the evening off, so let's do a stress test, eh?


SamGrady
Guest
Quote
2024-04-06 00:35:01

So, these 70 nodes utilize pathfinding logic and other behaviors? Because if they don't, that would be even worse than what I'm discussing. My $50 laptop can run GTA San Andreas at 60 fps with medium graphic settings, yet just 70 NPCs can lower your fps to 30. I'm not criticizing CopperCube, I'm simply stating facts about optimization, that's all.


okeoke
Registered User
Quote
2024-04-06 13:19:37

The worst thing about it, you can't really use actor behavior, in case you want more than 10 enemies on the scene. It's the behavior, that slows everything down, not amount of meshes.
And you want to use it, since there are things that you cannot do without it, like detecting there the bullet hit - there is no way to do it from code, since ccbDoesLineCollideWithBoundingBoxOfSceneNode which could be an alternative to shoot action returns boolean, not position.

With that function can't really check for collision with any node, you need to pass a specific node as argument there. So if you have 15 enemies on the scene and you shoot you call this function 15 times on the same frame. Plus even more calls if enemies shoot back.
It would be so cool if you can just call it, and get the nodes you collided within a callback function.

Also if you don't calculate any logic inside CopperCube, performance is still not great. In my recent mmorpg research, I can add 100 enemies at the same time. FPS drops to around 30, but all game mechanics still work, because all calculation happen inside server process, not inside CopperCube.
🔎︎

And tbh this is not super impressive.

I would say, if you making a game with CopperCube you should do some psx style horror, puzzle or walking simulator. If you want something more complex, and you want to really complete the game, probably, it's better to look for another engine.


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