| The game development middleware of choice, that consists of an integrated technology suite providing world leading, Graphics, Physics, AI and Audio. |
| Author |
Criterion Software |
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| Graphics API |
OpenGL, DirectX, Other |
Operating Systems |
Windows, Xbox, Playstation, GameCube, PSP, N-Gage |
| 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:
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The RenderWare file system supports Asynchronous file loading as well as fast, synchronized data streaming |
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Stability proven in over 250 SKU hitting the stores to date. |
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Scripting |
Lua scripting for AI |
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Built-in Editors |
P.A.C.T. is a standalone, GUI-driven authoring tool editor that allows you to easily construct and then preview your physics assets for use in the real-time component of RenderWare Physics. |
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Physics |
Basic Physics, Collision Detection, Rigid Body:
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True-to-life character physics is available for reactionary in-game behaviors |
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Restriction for hard and soft joints can be set to dampen and cap movements across all degrees of freedom in the simulation of muscle-driven movement. |
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supports Plane, Sphere, Capsule (capped cylinder, useful for the limbs of a ragdoll), Box, Cylinder, Convex (a convex polygonal mesh) and Aggregate (a shaped formed by gluing together any combination of the volume types) primitives. |
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Lighting |
Per-vertex, Lightmapping: |
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Shadows |
Shadow Mapping: |
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Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
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Advanced multi-texturing capability |
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Shaders |
Vertex, Pixel: |
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Scene Management |
Portals, Occlusion Culling, PVS, LOD:
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visibility-based creativity constraints so that you can make your world truly alive with interaction (e.g. deformable environments). |
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Animation |
Keyframe Animation, Skeletal Animation:
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Keyframe animation of UV transforms is supported in the art tools, driving texture matrix transformation of up to 2 rendering passes, allowing the creation of animated texture effects. |
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Meshes |
Mesh Loading, Skinning, Progressive:
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graphics options include optimized tri-stripping, Bézier geometry |
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Written in hand-optimized assembler, our skinning pipes support up to 4 weight skinning on appropriate models (triangle and patch primitive). The maximum bone limit is 256. |
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Including support for Maya 5, Character Studio 4 and 3ds max 6 compatibility |
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Surfaces & Curves |
Splines: |
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Special Effects |
Environment Mapping, Billboarding, Particle System, Sky, Water: |
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Terrain |
Rendering, CLOD:
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Achieve robust interactions between smooth or rugged landscapes and irregular objects within the game world, to attain the best physics accuracy and immersion levels. |
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Sound & Video |
2D Sound, 3D Sound:
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fully supports all Dolby Surround Sound features including interactive Dolby Digital |
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small memory footprint (typically around 135k EE side and 165k IOP side for PlayStation 2) |
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Create global spot effects like voice-overs or commentary, positioned within the 2D field and attach sounds to objects with full Doppler Effects for 3D spatialized audio in your game world. |
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Including stereo and mono, multiple stream, multi-channel playback with native compression, substream interleaving and support for segments. |
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Artificial Intelligence |
Pathfinding, Decision Making, Scripted:
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life-like behavior and intelligent interaction between characters and game environments. |
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can also identify trajectories that take into account complex constraints (furtiveness, dynamic dangerous zones avoidance, etc.) |
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handles 3D pathfinding with lots of dynamic objects |
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offers on-the-shelf customizable behaviors, including: go to, follow, flee, wander, follow path, hide and fight. |
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Lua scripting functionalities |
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Rendering |
Fixed-function, Render-to-Texture:
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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, 14 Jul 2004 |
Last Updated |
Never |
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