Stonetrip CEO Philip Belhasen talks to Develop about the path to engine success with ShiVa 3D.
Time was, defining a good engine was an easy task. All you had to do was look at the back of the boxes of the biggest games available on supermarket shelves. In many ways this rule still applies, but today those boxes will only give you part of the picture.
Defining ‘good’ is hard enough anyway. Good for what? Cry Engine 3 can make things look pretty, but what use does a mobile games developer have for an integrated vegetation and terrain cover generation system? Similarly, it’s hard to imagine firms like Naughty Dog, Bungie or Quantic Dream ever rushing to make use of the latest iteration of Adobe Flash for their triple-A titles.