| A game engine created by Vicarious Vision, used to power Crash Nitro Kart, Madagascar The Game, Shrek 2 and many other games in relation to Vicarious Visions. |
| Author |
Vicarious Visions |
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| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Linux, MacOS, Xbox, Playstation, GameCube, GBA |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
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| Features |
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General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other:
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Data-driven architecture designed for real-world game development practices |
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The Alchemy Insight™ core engine with a plug-in architecture for the easy addition of new features |
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The Alchemy Finalizer™ application with Optimizer integration, data debugging and scene analysis, and feature extensibility |
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The Alchemy Optimizer™ library with a complete set of deafult optimizations |
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A game pipeline set up for current and next-generation consoles |
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Ability to replace Alchemy object implementations with your own |
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Fast IGB binary data format with external references and syncronous streaming for all Alchemy-derived classes |
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New tools, such as the Alchemy Event tracker for memory analysis, logging and debugging |
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Hand-tuned microcode for PlayStation®2 |
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Implementation optimized for each hardware device |
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Scripting |
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Built-in Editors |
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Lighting |
Per-vertex, Per-pixel, Gloss maps: |
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Shadows |
Projected planar, Shadow Volume:
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Projective Shadows, Self-Shadows, Planar Shadows |
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Texturing |
Basic, Multi-texturing, Bumpmapping, Procedural:
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Shaders |
High Level:
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Cross-platform shading support |
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Environment Maps, Multi-texture, Gloss Maps, Bump Maps, and Cartoon Shader |
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Ability to build your own per-platform shader the uses the same Alchemy pipeline |
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Scene Management |
General:
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Flexible Scene Graph enables shader support for complete integration from modeling tool to hardware |
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Animation |
Inverse Kinematics, Skeletal Animation, Animation Blending:
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Skin, Skeleton, and Animation Definitions |
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Animation: Transitions, Overrides, Multiple Active, Partial |
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Sking: Multiple, Segmented, Run-time Switchable |
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Simple IK Support with capabilities to add custom complex IK |
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Hand-tuned on PS2, GAMECUBE, Xbox, and PC for 1st party performance |
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Meshes |
Mesh Loading:
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Max and Maya ArtistPack™ |
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Intrinsic Alchemy Viewer™ and Intrinsic Alchemy Optimizer™ integrated with 3ds max™ and Maya® |
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Special Effects |
Environment Mapping: |
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Rendering |
Fixed-function, Render-to-Texture, Fonts: |
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| Features: |
Not yet rated |
Ease of Use: |
Not yet rated |
| Stability: |
Not yet rated |
Support: |
Not yet rated |
| Date Added |
Wed, 3 Aug 2005 |
Last Updated |
Tue, 27 Sep 2005 |
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