Numerical Design Limited
Windows, Xbox, Playstation, GameCube, Nintendo Wii
Languages Written In:
- User Reviews
Gamebryo is a cross-platform 3D graphics engine for PC, Xbox, PlayStation 2, and GameCube. The C++ API is highly optimized and customized for each platform and allows the programmer access to hardware capabilities of each individual platform. Gamebryo builds on the proven NetImmerse engine and includes the rendering, animation, and special effects features necessary to create any type of game, as well as outstanding performance to make that game great. See Gamebryo 2 for the newer engine that supports the latest platforms.
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- A well-architected C++ API
- Fast Load Times. Support for background loading allows smooth loading of files during gameplay with no apparent load times and Small Memory Footprint.
- Supports the following 3rd-party tools: Audio: Miles, Sensaura, FMOD; Video: Bink, Smacker; AI: AI.Implant; Networking: butterfly.net, Quazal; Physics: Havok, Meqon; Trees: Speedtree Facial Animation: OC3 Impersonator
- A fully general camera model
- Pixel-accurate, high-performance 2D elements (for interface and text rendering)
- Batching of Primitives. Expensive set-up time for primitives can be minimized by grouping together primitives that share the same rendering attributes (such as texture, lighting, etc.).
- Tri-Stripping. Grouping adjacent triangles into “strips” that share vertices can represent a significant performance boost, due to optimizations in the rendering pipeline for shared vertices. Tri-strips are also faster than triangle sets on most console platforms.
- Environment Mapping
- Lens Flares
- Particle System
- Environment maps (spherical environment maps are supported on all platforms, with cubic environment maps supported on DX8 and Xbox).
- Particle Systems. Virtually every type of particle system animation from 3ds max and Maya are supported; for example, snow, moving emitters, deflectors, particle bomb, particle array, and particle cloud.
- Fog is supported in three modes: range-based, Z-based, and (texture-based) volumetric.
- Gloss maps Dynamic RGB lighting. Any color and may be point, infinite, or spotlights. Specular highlights and pre-lit vertices are also supported.
- Shadow Mapping
- Multi-textures, such as light maps, dark maps, gloss maps, decals, etc.
- Projected textures, including projected lights and shadows (for interesting lighting effects).
- Animated textures, for effects such as fog, fire, smoke, and explosions.
- Rendered textures, which may be used for television screens in the scene, dynamic shadows, mirrors, and other advanced effects.
- Transparency, including alpha-blended translucency, which can be used to create cutout billboards, stained-glass windows and other effects.
- High Level The new pixel and vertex shader system supports the latest generation hardware. Programmers can write their own shaders, drop in or modify shaders from RenderMonkey, cgFX, or HLSL, or use "off-the-shelf" shaders provided with Gamebryo. These shaders are placed in a "shader library" that is available to the entire team and can be used by artists without further programmer intervention.
- Mesh Loading
- Progressive Level of detail, including Bone LODs
- Occlusion Culling
- A hierarchical scene graph with support for multiple geometric primitives including lines, particles, triangles, and triangle strips.
- Multiple culling and sorting techniques that leave more CPU cycles for drawing visible objects. Different techniques can be used simultaneously in different parts of the scene graph.
- Selective Update. Non-moving scene elements don't require updating as frequently as those scene elements that move, lowering per-frame update time and increasing frame rate.
- Portal-Based Visibility. Portal systems represent a special case of aggressive culling. They trivially reject certain “rooms” from consideration for a particular vantage point.
- Inverse Kinematics
- Forward Kinematics
- Keyframe Animation
- Skeletal Animation
- Animation Blending
- Full support for almost all animation methods that are produced from 3ds max and Maya, including hierarchical, spline-based interpolations, translation and rotation keyframes using linear, Bezier, and TCB, rotations with quaternions, and cycle control for clamping, looping and reversing sequences.
- Powerful Animation Keyframe Manager. Makes it possible to share animation data among different characters in the game, use multiple independent animation sequences on a single character, and blend and layer the animations on the fly.
- Collision Detection
Run-Time Performance Analysis Tools: Time to render each object, Number of polygons rendered for each object, Culling vs. rendering statistics per object, and Profile of memory usage.
|License Name||Price in $US||Source Code Included?||Additional information|
|Price not public. Please contact the authors of the engine for details.|
Prices for licence
Prototype license cost if currently 15 thousand (used to market your product to publishers.
Full source commercial license is 150,000 USD.
[this post is merely informative, i will vote along the lines of the current average for this engine as to not skew the results]
i am badly in need of the GAMEBRYO engine!
i have come accross with the game oblivion. it is absolutely fabulous! i am trying to make a rpg game. i can make everything needed for a game by 3ds max. and i was searching for an engine that is friendly to max. i have come to know that GAMEBRYO is the best in this respect. so i am fervently requesting all to provide me with the GAMEBRYO engine. i would be really greatful to you.