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List Of Game Middleware
Middleware for games is a piece of software that is integrated into a game engine to handle some specialized aspect of it, such as physics, graphics or networking. Notable * Autodesk Gameware - from Autodesk, includes Scaleform GFx, Kynapse, Beast and HumanIK. * Nvidia GameWorks - visual FX, physics, particle and fluid simulations. Simplygon- automated 3D content optimization for a variety of assets as vegetation, buildings, scene views etc. * SpeedTree - vegetation programming and modelling software products. * xaitment - customizable and modular game AI software for navigation mesh generation, pathfinding, character behavioral modeling and more. AI: Pathfinding, collisions * AiLive - a suite of game AI middleware. * Kythera AI - complete AI toolset middleware. * Mercuna - 3D navigation middleware. * Havok AI - complete AI toolset middleware. Full-motion video * Bink Video - video file format, video compression tools and playback library from RAD Game Tools. * CRI-Sofdec ...
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Game Physics
Computer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes. Common examples in platform games include the ability to start moving horizontally or change direction in mid-air and the double jump ability found in some games. Setting the values of physical parameters, such as the amount of gravity present, is also a part of defining the game physics of a particular game. There are several elements that form components of simulation physics including the physics engine, program code that is used to simulate Newtonian physics within ...
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Valve Corporation
Valve Corporation, also known as Valve Software, is an American video game developer, video game publisher, publisher, and digital distribution company headquartered in Bellevue, Washington. It is the developer of the software distribution platform Steam (service), Steam and the game franchises ''Half-Life (series), Half-Life'', ''Counter-Strike'', ''Portal (series), Portal'', ''Day of Defeat'', ''Team Fortress 2, Team Fortress'', ''Left 4 Dead (series), Left 4 Dead'' and ''Dota''. Valve was founded in 1996 by the former Microsoft employees Gabe Newell and Mike Harrington. Their debut game, the first-person shooter (FPS) ''Half-Life (video game), Half-Life'' (1998), was a critical and commercial success and had a lasting influence on the FPS genre. Harrington left in 2000. In 2003, Valve launched Steam, followed by ''Half-Life 2'' (2004), the Episodic video game, episodic sequels ''Half-Life 2: Episode One'' (2006) and ''Half-Life 2: Episode Two, Episode Two'' (2007), the mult ...
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Middleware
Middleware is a type of computer software program that provides services to software applications beyond those available from the operating system. It can be described as "software glue". Middleware makes it easier for software developers to implement communication and input/output, so they can focus on the specific purpose of their application. It gained popularity in the 1980s as a solution to the problem of how to link newer applications to older legacy systems, although the term had been in use since 1968. In distributed applications The term is most commonly used for software that enables communication and management of data in distributed applications. An IETF workshop in 2000 defined middleware as "those services found above the transport (i.e. over TCP/IP) layer set of services but below the application environment" (i.e. below application-level APIs). In this more specific sense ''middleware'' can be described as the hyphen ("-") in '' client-server'', or the ''-to-'' ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" used more widely in the software industry. ''Game engine'' can also refer to the development software supporting this framework, typically a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game developme ...
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Scaleform Corporation
Scaleform Corporation was a developer providing middleware for use in the video game industry. As a result of Autodesk's acquisition of the company in March 2011, Scaleform has become part of the Autodesk Gameware line of middleware. As of July 2017, Autodesk no longer makes Scaleform available for purchase. Products *Scaleform GFx allowed licensees to create user interfaces using Adobe Flash authoring tools, such as Adobe Flash Professional; the resulting SWF files can be used directly by the GFx libraries, providing similar functionality to the Adobe Flash Player but optimized for use within game engines. Scaleform provides APIs for direct communication between Flash content and the game engine, and pre-built integrations for popular engines such as Unity and Unreal Engine. Scaleform GFx can also be licensed for use as a standalone Flash runtime system on mobile platforms, competing with Adobe AIR. The product was discontinued in 2018. *Scaleform Video, a fully integrated vide ...
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Autodesk
Autodesk, Inc. is an American multinational software corporation that provides software products and services for the architecture, engineering, construction, manufacturing, media, education, and entertainment industries. Autodesk is headquartered in San Francisco, California, and has offices worldwide. Its U.S. offices are located in the states of California, Oregon, Colorado, Texas, Michigan, New Hampshire and Massachusetts. Its Canadian offices are located in the provinces of Ontario, Quebec, and Alberta. The company was founded in 1982 by John Walker, who was a co-author of the first versions of AutoCAD. AutoCAD is the company's flagship computer-aided design (CAD) software and, along with its 3D design software Revit, is primarily used by architects, engineers, and structural designers to design, draft, and model buildings and other structures. Autodesk software has been used in many fields, and on projects from the One World Trade Center to Tesla electric cars. Aut ...
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Audiokinetic
Audiokinetic Inc. is a Canadian software company based in Quebec City, Quebec that develops audio software for the video game industry. Its main product is Wwise audio authoring software. On January 8, 2019, Sony Interactive Entertainment announced that they had acquired the company. History Audiokinetic was founded in 2000 by Martin H. Klein, a veteran of the music, film, and gaming industries. In 2003, Audiokinetic was granted funding by the Alliance numériQC, the Quebec digital industry network. In 2006, Microsoft Game Studios (MGS) signed a long-term licensing agreement with Audiokinetic. The first game to use Audiokinetic's software was FASA Interactive's Shadowrun. In January 2007, Audiokinetic entered into an educational partnership with the Conservatory of Recording Arts and Sciences. The Conservatory will teach Audiokinetic's Wwise software platform in its Audio for Games curriculum and will further develop an authorized Manufacturer Certification for the product. ...
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Audiokinetic Wwise
Wwise (Wave Works Interactive Sound Engine) is Audiokinetic's software for interactive media and video games, available for free to non-commercial users and under license for commercial video game developers. It features an audio authoring tool and a cross-platform sound engine. Description The Wwise authoring application uses a graphical interface to centralize all aspects of audio creation. The functionality in this interface allows sound designers to: * Import audio files for use in video games * Apply audio plug-in effects * Mix in real-time * Define game states * Simulate audio environments * Manage sound integration *Apply the Windows Spatial Audio API, or Dolby Atmos. Wwise allows for on-the-fly audio authoring directly in game. Over a local network, users can create, audition, and tweak sound effects and subtle sound behaviors while the game is being played on another host. Wwise also includes the following components: * Cross-platform sound engine (Wwise Authoring) * Mu ...
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Miles Sound System
Miles Sound System (MSS), formerly known as Audio Interface Library (AIL), is a sound software system primarily for video games and used mostly as an alternative for low-end audio chipsets. It uses little CPU time while providing adequate audio output. It was originally a middleware driver library for soundcards to use in DOS applications when no viable alternative was available. Epic Games Tools (formerly RAD Game Tools) acquired the technology from Miles Design in 1995. The 1992 AIL version 2 for DOS has been released by John Miles as open-source (public domain without restrictions) in 2000. The package can be found on his personal site (''KE5FX.com'') and contains source code for both real-mode and protected-mode programs. Reception The Miles Sound System was used in its history by over 7,000 video games across 18 platforms, with customers including Sony, Capcom, Epic, and Microsoft. ''Computer Gaming World'' stated in 1994 that "Many of the game publishers have decid ...
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FMOD
FMOD is a proprietary sound effects engine and authoring tool for video games and applications developed by Firelight Technologies. It is able to play and mix sounds of diverse formats on many operating systems. Features The FMOD sound system is supplied as a programmer's API and authoring tool, similar to a digital audio workstation. FMOD consists of the following technologies: * FMOD Studio - An audio creation tool for games, designed like a digital audio workstation. Succeeds ''FMOD Designer''. * FMOD Studio run-time API - A programmer API to interface with FMOD Studio. * FMOD Studio low-level API - A programmer API that stands alone, with a simple interface for playing sound files, adding special effects and performing 3D sound. Legacy products include: * FMOD Ex - The sound playback and mixing engine. * FMOD Designer 2010 - An audio designer tool used for authoring complex sound events and music for playback. * FMOD Event Player - An auditioning tool in conjunction with ...
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Havok (software)
Havok is a middleware software suite developed by the Irish company Havok. Havok provides physics engine, navigation, and cloth simulation components that can be integrated into video game engines. In 2007, Intel acquired Havok Inc. In 2008, Havok was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of physics engines in electronic entertainment. In 2015, Microsoft acquired Havok. Products The Havok middleware suite consists of the following modules: * Havok Physics: Originally from Ipion Software (Ipion Virtual Physics), it is designed primarily for video games, and allows for real-time collision and dynamics of rigid bodies in three dimensions. It provides multiple types of dynamic constraints between rigid bodies (e.g. for ragdoll physics), and has a highly optimized collision detection library. By using dynamical simulation, Havok Physics allows for more realistic virtual worlds in games. The company was developing a specializ ...
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NaturalMotion
NaturalMotion Limited is a British video game development company with development offices in London, Brighton and Birmingham. Founded in November 2001 as a spin-out company from Oxford University, NaturalMotion specialises in creating animation technology for the game and film industries. In January 2014, NaturalMotion was acquired by Zynga for US$527 million. Their main technology products are Endorphin (for the film industry) and Euphoria (for the gaming industry), in addition to video games such as Backbreaker and CSR Racing. Technology NaturalMotion commercialized their procedural animation technology, which they call ''Dynamic Motion Synthesis (DMS)''. DMS is based on a real-time simulation of biomechanics and the motor control nervous system. As such, it has roots in biology and robot control theory. NaturalMotion states that DMS allows for fully interactive 3D characters, as it is not based on canned animation. DMS is used in two of the company's products: Endorphi ...
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