RenderWare: Speed up the 3D Application Production Pipeline
Overview
Criterion software and Renderware Studio overview
The presentation gives the big picture for Criterion Software and how
the Renderware technology provided by Criterion is used in the game
industry. RenderWare's applications-authoring frame work will then be
presented.
- Renderware history and games
- Next generation games challenges
- Renderware solutions philosophy
- Renderware Studio : a framework for interactive game creation
- Components : database manager, framework, workspace
- Collaborative : tools, programmers, artists, designers, producers
- Two-way, real-time connection to running game on multiple targets
- Automatic game editor UI generation via behavior source code
mark-up
- Integrated asset management for team environments
- Component-based engine design (flexible)
- Data-driven engine design
Renderware Platform overview
An overview of the 4 modules of the Renderware platform API is presented,
as well as a RW Graphics programming tutorial.
- RenderWare Graphics :
- 3d/2d graphics API
- animations: hardware skinning, morphing, …
- exporter framework and art path tool chain
- advanced shader capability
- hardware programming
- graphics pipeline construction framework
- RenderWare AI
- Perception, decision and action
- RenderWare Physics
- Rigid body dynamics, primitive & terrain collisions, Rag-doll,
joint & constraint library, Time-slicing, Flexible architecture,
solvers
- RenderWare Audio
- 2D and 3D sounds, streaming and effects
Oskar Guilbert
Oskar Guilbert is the Head of Renderware support based in Paris. He
worked as a consultant on several games among which Max Payne 2, Grand
Theft Auto III, Vice City, Asterix XXL. He received a Ph.D. in computer
graphics from the University of Strasbourg, France.
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