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Esperient Creator is an application authoring tool used to develop interactive real-time 3D visual computing applications for desktop, kiosk, power wall and next generation web. Typical visual computing applications authored with Creator include architectural visualizations, computer based training, product presentations, digital entertainment, digital media and interactive scientific visualizations/simulations.
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- C++ interface to 3D scenes and 2D menus, via a linkable library
- Create stand alone executables or screen savers
- Passive stereo and powerwall support
- Web publishing support
- 2D geometry drawing including Line, Polyline, Arc, Circle, Ellipse, Spline, Rounded Rectangle, Polygon, Star, Triangle
- W and Z buffer support
- Vector text
- Environment Mapping
- Lens Flares
- Fog Atmospheric currents (wind, water, etc.)
- Lightmapping Point, Spot, Directional and Ambient Lights
- Shadow Volume
- Procedural image creation for 2D menus or 3D textures
- Texture creation by mixing and blending 166+ procedures each one with an infinite number of possible settings
- Automatic UV Wrapping (Planar, Face, Box, Sphere, Shrink Wrap, Cylinder, Cylinder Capped, XYZ to UVW, Object Defined, and Face Center
- UV Editor for manual manipulation of WV mapping
- High Level Supports up to shader model 3.0
- Mesh Loading
- Progressive Over 60 primitive 3D objects
- Occlusion Culling
- Frustum, Bounds, Tree, and Distance Culling
- Dynamic Occlusion Culling
- Keyframe Animation
- Morphing Built-in object alterations (bend, twist, etc.) and animation.
- Basic Physics
- Collision Detection
- Rigid Body Real time physics with rigid body dynamics
- Peer-to-Peer TCP/IP socket communications
- 3D Sound
Full 3D editing environment including a very powerful modeler
- Lisp scripting language including more than 300 built-in functions
- Built in script editor
|License Name||Price in $US||Source Code Included?||Additional information|
|Royalty Free distribution|
|Community Edition - carries an "Esperient Creator Community Edition - Not for Commercial Use" watermark and scenes cannot be published to run time formats.|
and that's the end of it
I don't think Esperient Creator will find a developer team again.
Sure thing.... it's dead.
At their blog they mentioned (reading between the lines, the customer base didn't increase over the years. That made EC an expensive simulation software.
Marketing was shallow at best. Hardly anyone knew that Cosmos creator had found two new homes until it died.
The 32 bit architecture as such surely is not the issue here.
I'm still using it, but not for making games. For me I use it to test game object performance, convert them into other formats and such.
so long ...
sad to see it go, but it was on the cards
Professional and incredible value. Our business relies on it.
I have owned and followed Creator from Right Hemisphere's Deep Creator, to its blossoming into Esperient Creator. The dedicated team is 100% focussed on delivering the latest capability to the mass market.
A typical workflow for us involves workup in 3DS Max, rendering in Vray and export _without modification_ to Esperient Creator. Then, we use custom coded C++ routines to prep for realtime photo-realistic presentation to clients. We use the same scene for still rendering and realtime interaction. What other tool does this? None ...
What more could you want:
The widest range of file formats (thanks to its Right Hemisphere heritage - ever hear of Deep Exploration? Well, file import is a no-brainer and is so advanced that we use 3ds Max import daily with complex materials - no processing, no intermediate formats).
Pixel and Vertex shaders on-call, with degradation optional for legacy cards. How does realtime fur sound? real and faux reflections, the list goes on.
A 3D editor with sub-object modes. 3ds Max users take heart - you will adapt instantly.
Scripting and DLL plugins - Too hard to learn maxscript? Forget it, we just write in the C++ API the utilities we need, register them as menu items and away we go.
Hooks into all scene keypoints. Scene begin, loop, preflip, callbacks, everything you could want is prepped by the API and ready to use. VS2008 express edition works fine with it too, with all its debugging paraphernalia to boot.
Realtime preview - press a button (play) and see instantly the scene you are developing. It really IS that easy!
Complex materials. If your graphics card can do it, Esperient Creator has the leverage to make it so. Multi-stage, multi-texture mapping channels, DirectX blend modes, LOD biasing, MIP-mapping levels....
Animation. Four types at least: Keyframe, per-object/group, via C/C++ API and also via LISP.
Well, that is just what I can think of now. I am in two minds about recommending this product:
The first is that I want everyone to know how fantastic it is, and if you have spent forever trawling the pages of devmaster.net then you will know how I feel, too, in having evaluated something like 50 engines seriously, bought perhaps four or five (and I am a software engineer by trade) and been repeatedly let down. Esperient Creator is, as far as I am concerned, the BEST 3D realtime development tool on the market that is realistically usable by anyone less than a full-blown games studio (eg, Valve, etc). You are looking at $100k+ which is okay if you have funding and a large team to amortize the costs over. Still, we can do in EC what they do in Valve's engine.
The only reason that I wouldn't recommend it is because I don't want my competitors to hear about it! ;-)
And so why am I writing this review to encourage you to buy it? Well, even though I run a business creating unique realtime 3D for the building market, at heart I am a True Software Engineer and want to tell fellow engineers and business execs about something so fantastic they should seriously look at investing in it.
And, the EC team are amazing, so they deserve to take the crown of the best 3D realtime tool on the market.
Feel free to contact my email to discuss. BTW - I am not affiliated in any financial way with the company.
Deep Creator now Esperient Creator
Deep Creator is now Esperient Creator and available from www.esperient.com.
Deep Creator transfered from Right Hemisphere to Esperient in May 2007.
General Feature update:
3D exe, scene viewer or Web publishing support
Shader support has been updated to full model 3.0 pixel and vertex shaders including full support for post processing shaders
Networking has been extended to include TCP/IP socket communications
Scene Management has been updated to include Dynamic Occlusion Culling
Price is now $500 for full version.
Free Community Edition is now available
Great software but not for games
Deep creator is easy to use
you can make fantastic things on it
but need more features for create games, animate 3d characters is hard work..
not a game engine..
like deep creator dev team sayd (deep creator is for simulations)
you can make some nice work´s but if you want create games i recomend "blitz3d"
if dev team change some things on deep creator it can be one of the best game engines..
Piece of Crap
Graphics: Okay - Awesomeness
Game Creation: How in the name of hell can you make a game with this
Ease of use: Look above
Features: The thing is a model editor
Preformance: Slow editor, hard to exit and unistall
Support: Define Support.
Currently doesn't support VS 2005.
The graphics are average at best, it just seems to be more of a VR system than something capable of running 3D games.
The Documentation is okay, but tends to want to details LISP instead of C for everything.
Help is pretty good using email. The forums are fairly good.
Not really a game engine
This is an amazing product for 3d authoring and development, but you're bound to be disappointed if you try to make a game with Deep Creator. Right Hemisphere have moved aggressively to position DC toward Fortune 500 companies and the product is ideally suited for creation of web-based product demos and training.
New at 3D Engines
I've been checking all the engines to see which one fits me out.
The big problem was to identify which one would be the best for me.
I don't understand much of 3d engines and programming, but I know what I'm looking for.
True Vision SDK (I start with this one, good for programmers, works well with more than one language)
Torque (might be only famous for programmers, not for everyone, but they have good examples)
3D GameStudio (a good one too, good light/shadows quality)
Dark Professional (this was more easy to use, but still coding needed)
VisuAll (this might be a good 3d studio plug in, take a look, ask for their trial, I still want to take a look when I get some time)
But as I said, I don't understand much of 3d Engines.
I'm looking, for a program that looks professional, interacts deeply with 3D Studio Max, very easy to use, non programming needed, for fast release whit a good quality result.
Deep Creator seams to be very good, the entire interface is easy to use, drag and drop, just clicking you can have your job done in minutes, and also whit a good quality.
I tried other engines, but this one works much better whit 3d Studio Max. You can import .Max files! And the Deep Creator opens the 3d studio in background. Backing lights whit 3d studio max never been so easy, they have a tutorial explaining all the steps, and even the steps you need to follow within 3D Studio.
I'm not a programmer, I'm a Architecture student, but that doesn't mind, Deep Creator seams nearly to do the programming favour for me.
They also do a great discount for students!
An engine with such great features which maches its price-tag.
When coming from popular 3D applications like 3ds max, one will find himself very familiar, and at home in the modeling environment of Deep Creator.
One big Highlight is the interactivity of the Engine.
Deep Creator Applications take full advantage of LISP, a programing language easy to learn even when having no previous C/C++ knowledge.
Particles, Fog, and other high quality features make Deep Creator a true competitor for other game engines.
3ds max Scenes can be imported right-away into Deep Creator via Autodesk-DCOM starting from 3ds max 6 to 3ds max 7. Other popular File formats like 3ds, OBJ, mb (Maya Binary File Format) can be imported, as well, so development time will be dramatically reduced.
i-3D has come home to you.
Complete Professional Game, Simulation and Training Engine
***Cosmos Creator is now Deep Creator, here is a link to the new web site***
There have been loads of updates and they are now at Version 2.0
I have been using Deep Creator for just about two years and hands down this engine is one of the best.
I have developed several 3D simulation and gaming titles over the last six years. Here is a link to many of my projects:
During this time I have used several different 3D engines. I came across Deep Creator back in early 2003, inside of 30 minutes I managed to download, install and develop a simple application.
Guys I can't express to you how easy this engine is to use. There is a complete DLL plug-in infrastructure that allows the developer to customize his/her application using C/C++.
Add to all of this the amazing support received directly from the Right Hemisphere team and the Deep Creator forum group. Often the support team will have a response to your question within hours.
Here is a link to the forum:
With little or no programming experience you can throw together a 3D training application in less than a week. Deep Creator is multiple tools in one; it's a modeling tool, a level editor, 3D Engine, Shader Editor, etc.
Take for example you want to apply physics to a car. Deep Creator has a really cool example fully documented, it took me approximately 20 minutes to read the example, model a car, apply rigid body physics and assign key board control.
Due yourself a favor and check this engine out, you will be amazed at the power and flexibility.
DeepCreator has a lot of qualities: great engine, very easy and intuitive to use, very reactive developers....I use at a time DeepCreator and 3DGamesStudio Pro but DeepCreator is from afar my favorite. My dream for 2005: that DeepCreator has as many users as 3DGameStudio.
Great and easy
I'm own this Creator since 10 month and I like it very much. The complete package including 3d modeller, texture creator and scripting engine make it very easy to use. No more problems like import unreadably files etc. Many things can be done without any line of code, and more complicated apps and games need only a little bit code which can be done with a few lines as lisp-script. Try the demo. It's real funny!
really easy to learn and very powerfull through scripting language(s). I've used it on Architectural Walkthrough projects and it's amaizing how much it can handle. Textures are brilliant and the integration with 3DSmax is excellent. can't wait for version 2. user forum is also excellent.
Best all around 3D Engine
I have never seen a program/engine quite like Comsos Creator (now Deep Creator), its easy to use, fast anc loaded with features. A 3D modeler and a 3D engine all in one, what could be cooler than that? I have not produced a complete 3D game with it myself, but I have made seveal 3D mini-scenes very quickly.
Also for those who don't know, there is a low cost "Home Edition" that is only $249, with some limitations.
My understanding the new name "Deep Creator" is because Right Hemisphere has aquired Cosmos Creator from Radish Works.
I have been using Cosmos Creator for just about two years and hands down this engine is one of the best.
I have developed several 3D simulation and gaming titles over the last six years. Here is a link to many of my projects: www.ameritechsimulation.com
During this time I have used several different 3D engines. I came across Cosmos Creator back in early 2003, inside of 30 minutes I managed to download, install and develop a simple application.
Guys I can't express to you how easy this engine is to use. Not only easy to use but the engine also has fantastic flexibility. There is a complete DLL plug-in infrastructure that allows the developer to customize his/her application using C/C++.
Add to all of this the amazing support received directly from the Radish Works team and the Cosmos Creator forum group. Often the Radish Works support team will have a response to your question within hours.
Easy to Understand and Use!
Cosmos has great features like physics, particles, and shadows. Cosmos is an intergrated modelling, mapping, and Real Time 3D Engine. Anyone who gives this a try will want to contiue using it. I have no doubt that this will become a mainstay in the training world for simulation.
As for ease of use, after just a few tutorials you are very comfortable working in this software. Even the native LISP coding is easy to understand and get around with.
I have found no problems with stability and performance, although I do wok on a top of the line system. I have created symulations with tons of maps and loads of poly's with great FPS.
I love the support most of all. There are some really great people on the message boards who dedicate themselves to solving issues (and they ain't mean like on some boards). The creator of the software even shows up on the boards so that you can get access to the source.
There are some issues with the program. I have found modelling to cumbersome (I'm used to 3D Studio Max) and the physics can get a little clitchy.
All that aside, this software is a great help at work, and it just keeps getting better. Kudos!
Can't be beat
I have not found anything that can compete with Cosmos Creator for the value. It offers so many features (physics, shader support, 3D sound, networking and a real nice texture editor) for the price. With the new importing capabilities it is even easier to use. Only gripe is wish the UI icons were a little spiffier.
I've been playing with Cosmos for a couple months now and am really impressed with what can be accomplished with it. At first it seemed to be quit a simple program, but the more you dig into it the more you find. And I love the support group. The couple of problems I've run into I have gotten same day solutions to. Kudos!
Best I've found!
Features: SO many features in here! I actually found Cosmos Creator by ACCIDENT when looking for a texture creator. I found not only that, but a 3D modeler, level editor, game engine, etc. It's ALL in there! And, it's all extensible, via Lisp or C/C++!
Ease of use: Outstanding tutorials for a beginning user; intuitive menus, buttons, workflow. Easy to learn and to become productive.
Stability & Performance: A couple of bugs, a couple of crashes, a couple of bizarre occurrences. but those are RARE compared to the features. Usually works flawlessly. And has an easy save capability for people like me who KNOW their computer is always about to eat their work (no matter what program). Fewer glitches than many others I've tried. Some demos have low frame rates on my laptop, but it's probably the cheap video chips used in mass-produced trade laptops ... other users report no problems.
Support: Incredible responsiveness on their user forums, including lots of helpfulness to new users.
Great Interactive 3D Product Creations
With so many options out there, CC seems to be the only one that combines many features into one product.
Easy 3D Modeling (much like or better than AC3D), On the fly texture creation with many filters you can pile on top one another to get some awesome materials, and last but not least.. a 3D Engine that uses the latest DX9 features, including antialiasing (if your Graphics Card has it).
Support is OK. Some support questions go unanswered for a few days.
COSMOS Solid Performer
Given the relatively low version / release count, this is one solid performer with a strong future.
The guys behind this are without a doubt some of the most responsive and dynamic around. They listen to their users and respond. Patches/Updates and most importantly Additions/Enhancements are a regular occurance.
Unlike many of the other 3D development environments that force you to use multiple tools to create your game. The editor/development environment in COSMOS is a self contained system that allows you to experiement and test your application in realtime - no need for compile modules and deperate editors.
If fact you can run your entire game from the editor viewport.
The system uses are point and click enviroment for RAD design - with a large variety of modules and systems built natively into the engine.
Much can be done without ever needing to turn to code ... but when u do the further capabilities of this system emerge. Built into the system is a LISP based interpreter that can handle a wide variety of game development needs. The LISP system can also be further enhanced with native C code plugins that either directly drive the game engine at the frame level or extend the LISP language with new features and functions.
COSMOS also includes a very powerful model/animation import system based on the RightHemisphere model/animation conversion system. This means COSMOS can import MAX/MAYA/TRUESPACE/LIGHTWAVE and a list of some 15-20 other formats directly into the COSMOS enviroment.
Quick and effective
I have been using CC from the beginning and I like it very much, because I can make some stunning things withouth coding a single line! It is easy to get your models from 3d studio max animated and textured inside CC and use them for making high-end games and presentations. You can use toon shaders and real mirrors and thousands of other things. It has got an integrated modeler and painting program, so CC is in fact all you need to have. The coolest is that if you are a student you can get a huge discount on the engine, so it is affordable.
CC is better than any game engine I ever used (and I tried many)! I hope to see you all on the forum soon ;-)