Gamebryo 4.0 to Preview at Korean Game Conference 2011Gamebase 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. Media Contact: |