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Gamebryo 4.0 to Preview at Korean Game Conference 2011

Gamebase Co., Ltd Showing Sneak Peek of New Engine November 7

Seoul, South Korea (October 27, 2011) – Gamebase Co., Ltd. announced today that it will show a sneak peek of the newest version of the Gamebryo engine, Gamebryo 4.0, at Korean Game Conference 2011 which will be held from November 7 to November 9, 2011 in Daegu, Korea. Gamebryo 4.0 is a new game engine built from the best parts of the mature, robust, proven Gamebryo combined with the technical advancements of the LightSpeed engine. The goal in creating Gamebryo 4.0 was to have a simplistic and efficient game creation environment. Engineers focused not only on the code, but also on the tools and the way that content is created.

 

“Efficient code is the number one priority. Every byte matters when you are making a game and Gamebryo 4.0 is an efficient engine on which time and energy were spent maximizing both performance and memory,” said Gabriel Liberty, Technical Director at Gamebase USA, a subsidiary of Gamebase Co., Ltd,. “The second priority is on preventing programmer time wasted. Time begins with the installer and the distribution process. Gamebryo can be downloaded and installed in seconds with no requirement of environment variables or path constraints. Building code is always very tedious and time consuming. The goal of Gamebryo is to provide fast, efficient code and fast, efficient building.”

 

Along with efficiency and speed, Gamebryo 4.0 presents an easy-to-use engine. Header files are well documented to give general understanding of what the functions do. The code is organized into three sections: runtime, tooltime and tools. It also includes SampleGame, which is a constantly evolving game that provides our customers with a great place to start to use Gamebryo. Gamebryo 4.0 is also equipped with a toolset that will increase the ease and speed of development. Key components are:

·         AssetBuilder: a tool that manages the assets which make up different elements of the game. This includes: 1) a level concept that provides a state of the art streaming solution for managing large environments, and 2) packaging scenes that are independent of the locality. This would be a group of enemies or other content that developers stream in based on need. There is also a simple single scene loader for loading a single object. The control of how to set each of these different elements is done through an options file that provides a concise place to organize the data.

·         AssetViewer: a tool that displays a given scene file. It provides detailed information about the scene and the components within.

·         Tool Plugins: used to process or export the data, Gamebryo contains several plugins with the interface to write custom plugins. Two of the standard plugins are: SceneGraphOptimization (processes each of the scenes and optimizes the data) and MeshFinalize (reads the mesh profile and converts, compresses, swizzles and merges mesh data streams into a finalized format).

·         AnimationTool: a tool that provides developers with the ability to load in all of the sequences for a given model and tune how they blend together. It allows developers to save modifications and have them loaded in the game.

·         MaterialEditor: a tool that exposes the interface to the material files. Material files are .xml files that represent all of the parameters bound to any given face. The parameters are used for both rendering and physics.

·         GamebryoMayaPlugin / GamebryoMaxPlugin: tools that provide a simple way of creating geometry, particles and animations quickly. The use of the new Gamebryo Material node exposes Gamebryo's powerful shader system. A new referencing tool will provide great functionality to use the DCC tool as your world builder, if so desired.

·         GameCreator: a tool that provides a simple interface to get customers moving towards creating their next great game. This tool requires the name of the game and where developers want the game to exist on disk. It uses the SampleGame as a template and modifies all of the scripts and code. Within minutes developers will have their new game environment ready for use.

“We upgraded the Gamebryo engine with the customer in mind. We had at our disposal two engines - each with great assets. By combining the strengths of both engines, we have developed one superior engine. In essence we have taken what is a solid, sturdy engine and added in the technical advancements of the LightSpeed engine to create Gamebryo 4.0, a robust, cutting-edge 3D game engine,” said David Brame, CEO of Gamebase USA.

Best known for its industry-leading 3D game engines, Gamebryo and LightSpeed, Gamebase Co. Ltd's technologies have been selected by studios around the world to bring nearly 300 titles across more than 15 genres to market, including titles like Kung-Fu LIVE, Epic Mickey, QQ Speed, El Shaddai: Ascension of the Metatron, Divinity II – Ego Draconis, Dance on Broadway, LEGO Universe, Bully, Warhammer Online: Age of Reckoning and Civilization Revolution.

About Gamebase Co. Ltd.
Gamebase Co. Ltd. is headquartered in Seoul, South Korea. Gamebase Co. Ltd. is the developer of Gamebryo, a 3D game engine that is available for development on all major platforms. Gamebryo, LightSpeed, and related logos are trademarks or registered trademarks of Gamebase Co., Ltd. in the United States and other countries. Other names may be trademarks of their respective owners. For more information about Gamebryo, please visit
www.gamebryo.com.

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