Glacier Game Engine

Engine-default

Website:
http://www.ioi.dk/technol...

Developer:
IO Interactive

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows, Xbox, Playstation

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
OpenGL, DirectX

Rating:
  (1 review)

Editor:
None (be one!)

The Glacier Engine is a commerical quality game engine. It is the technology used to power Hitman : Contract, Hitman 2 Silent Assassin, Freedom Fighters and Hitman Codename 47.

Supported Features

General

  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Other
  • A math library - for fast vector calculations (will also include support for 3D-now and SIMD).
  • An extended polygon based math library - for things like clipping, inclusive polygons, polygon projection etc.
  • A zip file system - for easy access to zip-compressed files.
  • Robust object-oriented design
  • Very low memory footprint as needed for consoles
  • Localization module - standalone, web-based localizer, enabling concurrent construction of localization information from remote places
  • Debugging support - includes tools for profiling and various runtime feedback mechanisms
  • Fixed-function
  • Render-to-Texture
  • Fonts
  • GUI
  • Multiple cameras - for instance special cameras for zooming, sniper-scope effects as well as different strategies for a "virtual camera man".
  • Advanced 2D GUI API for user interfaces including common windowing controls. Uses 3D hardware for accelerated special effects.
  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Depth of Field
  • Motion Blur
  • Sky
  • Water
  • Fire
  • Explosion
  • Decals
  • Fog
  • Mirror

  • Splines
  • Patches

Lighting

  • Per-vertex
  • Per-pixel
  • Volumetric
  • Lightmapping
  • Pre-rendered lights and shadows for detailed and realistic backgrounds.
  • Real-time lights (including volumetric light) - light sources illuminate objects as they pass by.

Shadows

  • Shadow Mapping
  • Shadow Volume Real-time shadows - as objects move their shadows change accordingly

Texturing

  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping

Shaders

  • Pixel
  • High Level

Meshes

  • Mesh Loading
  • Skinning
  • Progressive

Scene Management

  • General
  • LOD Advanced culling algorithms for optimal performance

Animation

  • Inverse Kinematics
  • Keyframe Animation
  • Skeletal Animation
  • Animation Blending
  • Make realistic looking moving characters possible with and without any pre-stored animation.
  • Real-time inverse kinematics and animation blending - for lifelike movement.

Terrain

  • Rendering
  • CLOD

Physics

  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Advanced collision detection - precise at polygon level or a simpler level of detail if needed.
  • Advanced dynamics - real-time calculated cloth and hair on characters, plants, hanging bridges etc.
  • Rigid-body dynamics - makes possible realistic falling objects and rag-dolls

Networking

  • Client-Server Multiplayer support - both split-screen and net-based.

Artificial Intelligence

  • Pathfinding
  • Decision Making
  • Finite State Machines
  • Scripted hierarchical 3D path planner supporting teleports and special moves (climb over wall, through hole etc.) as well as dynamic obstacles/appearing holes.

Sound

  • 2D Sound
  • 3D Sound
  • Streaming Sound
  • 3D sound effects - includes occlusion, reverb/reflection effects through A3D/EAX APIs
  • Direct music support for interactive music - streaming sound is also supported.

Tools & Editors

  • Visual Scene Editor.
  • Visual scene player.
  • Plug-ins for 3DS MAX, Photoshop and ProTools (the plug-ins).
  • The basic workflow supported by the Glacier components consists of producing primitives in commercial geometry editor, texture editors and sound tools like 3DS MAX, Photoshop and Protools, building the scene from the primitives in the Editor application and playing the scene in the Player

Scripting

a flexible, object-oriented script that can be assigned to custom-programmed objects and thereby enable them to participate in the AI-state machine. The usage of scripts allows behavior to be changed at runtime. The language is event-driven and state-based.

Licensing

License Name Price in $US Source Code Included?
Proprietary Unspecified Yes

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0 of 0 people found the following review helpful

they refused to give the license

  by C909a6c85a88950751f252f70d4f96c4 subhendu Jun 08, 2006 at 09:59

Here it is written this is "commercial quality game engine" but when I was communicate with their sales people, they refused to give the license.

I can't understand what is the problem ?

Subhendu...

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Last edited Dec 06, 2011 at 10:42

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