Intrinsic Alchemy
Website:
http://www.intrinsic.com/...
Developer:
Vicarious Visions
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows, Linux, Mac OS X, Xbox, Playstation, GameCube, GBA
Languages Written In:
C/C++
Languages Supported:
C/C++
Graphics APIs:
OpenGL, DirectX
Rating:
Not reviewed yet
- Overview
- User Reviews
A game engine created by Vicarious Vision, used to power Crash Nitro Kart, Madagascar The Game, Shrek 2 and many other games in relation to Vicarious Visions.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- Other
- Data-driven architecture designed for real-world game development practices
- The Alchemy Insight™ core engine with a plug-in architecture for the easy addition of new features
- The Alchemy Finalizer™ application with Optimizer integration, data debugging and scene analysis, and feature extensibility
- The Alchemy Optimizer™ library with a complete set of deafult optimizations
- A game pipeline set up for current and next-generation consoles
- Ability to replace Alchemy object implementations with your own
- Fast IGB binary data format with external references and syncronous streaming for all Alchemy-derived classes
- New tools, such as the Alchemy Event tracker for memory analysis, logging and debugging
- Hand-tuned microcode for PlayStation®2
- Implementation optimized for each hardware device
- Fixed-function
- Render-to-Texture
Fonts
Environment Mapping
Lighting
- Per-vertex
- Per-pixel
- Gloss maps
Shadows
- Projected planar
- Shadow Volume Projective Shadows, Self-Shadows, Planar Shadows
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Procedural Cartoon Shader
Shaders
- High Level
- Cross-platform shading support
- Environment Maps, Multi-texture, Gloss Maps, Bump Maps, and Cartoon Shader
- Ability to build your own per-platform shader the uses the same Alchemy pipeline
Meshes
- Mesh Loading
- Max and Maya ArtistPack™
- Intrinsic Alchemy Viewer™ and Intrinsic Alchemy Optimizer™ integrated with 3ds max™ and Maya®
Scene Management
- General Flexible Scene Graph enables shader support for complete integration from modeling tool to hardware
Animation
- Inverse Kinematics
- Skeletal Animation
- Animation Blending
- Skin, Skeleton, and Animation Definitions
- Animation: Transitions, Overrides, Multiple Active, Partial
- Sking: Multiple, Segmented, Run-time Switchable
- Simple IK Support with capabilities to add custom complex IK
- Hand-tuned on PS2, GAMECUBE, Xbox, and PC for 1st party performance
Tools & Editors
Supported.
Scripting
Supported.
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Unspecified | Yes | View Details |
| Not Availbe to the public. | |||
Last edited Dec 06, 2011 at 10:42
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