DevMaster.net - Your source for game development
[[ Home | Forums | 3D Engines Database | Wiki | Articles/Tutorials | Game Dev Jobs | IRC Chat Network | Contact Us ]]
Welcome Guest!




 • Features Index
 • Submit Engine
 • List All Engines
List Recently Added Engines
List Recently Updated Engines
Frequently Asked Questions

Advanced Search

Engine Details

Glacier Game Engine 1
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: (1 votes) [Edit] Edit
The Glacier Engine is a commerical quality game engine. It is the technology used to power Hitman : Contract, Hitman 2 Silent Assassin, Freedom Fighters and Hitman Codename 47.
Author IO Interactive
Graphics API OpenGL, DirectX Operating Systems Windows, Xbox, Playstation
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System, Other:
A math library - for fast vector calculations (will also include support for 3D-now and SIMD).
An extended polygon based math library - for things like clipping, inclusive polygons, polygon projection etc.
A zip file system - for easy access to zip-compressed files.
Robust object-oriented design
Very low memory footprint as needed for consoles
Localization module - standalone, web-based localizer, enabling concurrent construction of localization information from remote places
Debugging support - includes tools for profiling and various runtime feedback mechanisms
Scripting a flexible, object-oriented script that can be assigned to custom-programmed objects and thereby enable them to participate in the AI-state machine. The usage of scripts allows behavior to be changed at runtime. The language is event-driven and state-based.
Built-in Editors
Visual Scene Editor.
Visual scene player.
Plug-ins for 3DS MAX, Photoshop and ProTools (the plug-ins).
The basic workflow supported by the Glacier components consists of producing primitives in commercial geometry editor, texture editors and sound tools like 3DS MAX, Photoshop and Protools, building the scene from the primitives in the Editor application and playing the scene in the Player
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Advanced collision detection - precise at polygon level or a simpler level of detail if needed.
Advanced dynamics - real-time calculated cloth and hair on characters, plants, hanging bridges etc.
Rigid-body dynamics - makes possible realistic falling objects and rag-dolls
Lighting Per-vertex, Per-pixel, Volumetric, Lightmapping:
Pre-rendered lights and shadows for detailed and realistic backgrounds.
Real-time lights (including volumetric light) - light sources illuminate objects as they pass by.
Shadows Shadow Mapping, Shadow Volume:
Real-time shadows - as objects move their shadows change accordingly
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping:
Shaders Pixel, High Level:
Scene Management General, LOD:
Advanced culling algorithms for optimal performance
Animation Inverse Kinematics, Keyframe Animation, Skeletal Animation, Animation Blending:
Make realistic looking moving characters possible with and without any pre-stored animation.
Real-time inverse kinematics and animation blending - for lifelike movement.
Meshes Mesh Loading, Skinning, Progressive:
Surfaces & Curves Splines, Patches:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Mirror:
Terrain Rendering, CLOD:
Networking System Client-Server:
Multiplayer support - both split-screen and net-based.
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
3D sound effects - includes occlusion, reverb/reflection effects through A3D/EAX APIs
Direct music support for interactive music - streaming sound is also supported.
Artificial Intelligence Pathfinding, Decision Making, Finite State Machines, Scripted:
hierarchical 3D path planner supporting teleports and special moves (climb over wall, through hole etc.) as well as dynamic obstacles/appearing holes.
Rendering Fixed-function, Render-to-Texture, Fonts, GUI:
Multiple cameras - for instance special cameras for zooming, sniper-scope effects as well as different strategies for a "virtual camera man".
Advanced 2D GUI API for user interfaces including common windowing controls. Uses 3D hardware for accelerated special effects.
Features: Ease of Use:
Stability: Support:
Date Added Sat, 11 Sep 2004 Last Updated Sat, 11 Sep 2004
There are currently 1 reviews for this engine
License Name Price Source Code Comments
Other/Custom Not public Yes

Screenshots:

Member Reviews


NOTE: The ratings and reviews below reflect the opinions of their respective authors and as such, do not reflect the opinions of DevMaster.net or its staff. The reviews are not moderated and some are completely inaccurate. Therefore, most reviews should be taken with a grain of salt. If you find any inaccurate or inappropriate reviews, let us know by stating in detail why you think the review should be removed and any links/documents that support your contention.

they refused to give the license
Posted by: subhendu at Jun 8, 2006
Here it is written this is "commercial quality game engine" but when I was communicate with their sales people, they refused to give the license.

I can't understand what is the problem ?



Subhendu...
Overall Grade:
Features:
Ease of Use:
Stability:
Support:
 

Write your own review for this engine







Copyright ©2003-2010, DevMaster.net. All rights reserved.