Jupiter

Engine default

Website:
http://www.touchdownenter...

Developer:
Touchdown Entertainment, Inc.

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows, Xbox

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
DirectX

Rating:
  (1 review)

Editor:
None (be one!)

Powering No One Lives Forever 2, TRON 2.0 and numerous other games produced by developers in North America, Asia, and Europe, Jupiter is a comprehensive set of tools and technologies that gives developers wanting to push the envelope the power to create high performance, immersive games for the PC and Xbox.

Supported Features

General

  • Object-Oriented Design
  • Save/Load System DirectX9 renderer
  • Fixed-function
  • Render-to-Texture Jupiter features a DirectX 8.1 3D renderer that allows developers to push more polygons than ever before. The renderer incorporates a powerful occlusion system for use in world creation and gives level designers complete control over game world visibility. Jupiter’s renderer has been designed to accommodate both indoor levels and expansive outdoor environments.
  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Sky
  • Water
  • Fire
  • Explosion
  • Decals
  • Fog
  • Weather
  • unique glow visual effect may be applied to objects and characters
  • Particle system generates enhanced effects for game elements such as weapon muzzle flashes, explosions, fire, snow, steam, smoke, dust and debris. A weather system simulating rain and snow also includes the implementation of volumetric effects.
  • Create stunning water effects like those featured in NOLF 2. This system features a polygrid that supports dynamic lighting as well as Fresnel reflections and dynamic interaction with models, allowing characters to leave a wake as they move through water. Designers also have control over aspects of the simulation that determine water elements, including current, viscosity, and depth.
  • Robust decal system that allows level designers to place a wide variety of localized decals and reduce texture memory overhead

Lighting

  • Per-vertex
  • Per-pixel
  • Lightmapping
  • Gloss maps
  • Anisotropic

Shadows

  • Shadow Mapping
  • Projected planar This effect produces life-like shadows for both characters and other in-game models. In addition to being displayed on any surface, projected model shadows can transform naturally with inflections in the environment to create dramatic shadow effects.

Texturing

  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Projected Scripting support within Jupiter delivers custom dynamic texture effects and allows for a wide variety of custom effects, like texture panning and scrolling, that can be mapped to the environment and adapted to game design.

Shaders

  • Vertex
  • Pixel
  • High Level Jupiter features an intuitive interface for creating custom vertex and pixel shaders, including support for bump mapping, alpha blending, and environment mapping.

Meshes

  • Mesh Loading
  • Skinning
  • Progressive

Scene Management

  • General
  • Portals
  • Occlusion Culling
  • LOD Game Object Manager gives developers access to a text-based system, that makes it easy to create and manage various game objects such as gadgets, weapons, and other player controlled models and objects.

Animation

  • Keyframe Animation
  • Skeletal Animation
  • Facial Animation
  • Animation Blending
  • Flexible skeletal and vertex animation system designed to create highly realistic characters and animated objects. The module includes animation blending for run-time movement and dynamic animation effects. The vertex animation system allows developers to create custom animations for objects such as hair, muscles, and clothing.
  • Facial animation system features Phoneme-based lip-synching with emotion modifiers that support a wide range of expressions to bring game characters to life.

Terrain

  • Rendering

Physics

  • Basic Physics
  • Collision Detection
  • Rigid Body Comprehensive physics system with a stable, solid platform for performing and assortment of physical events and responses to game-driven collisions.

Networking

  • Client-Server
  • Peer-to-Peer
  • Master Server Networking module has been optimized to support a wide range of applications and requirements. Current licensees are developing online games ranging from cooperative games with a few players to 32 player action games to massively multiplayer role-playing games.

Artificial Intelligence

  • Pathfinding
  • Decision Making
  • Finite State Machines
  • Scripted Goal-based management system delivers a greater variety of AI behavior while utilizing a simplified configuration menu. Developers can execute a variety of AI goals that provide a level logic/thought that spans several states. Also included is a ‘hint’ system used to create more independent behavior and a greater range of actions as well as a realistic sense/stimulus simulation that delivers more accurate reaction times and responses to special circumstances.

Sound

  • 2D Sound
  • 3D Sound

Tools & Editors

  • DEdit allows level designers to create dynamic 3D environments, worlds, and levels through one easy-to-use tool, including all structures, lighting, and textures. The level designer uses DEdit to populate the world with objects and interactive items. DEdit also includes a convenient real-time lighting preview feature.
  • RenderStyles are custom pixel and vertex shaders that are developed within game code and leverage specific platform capabilities. These effects range from cartoon shaders to bump mapping. The RenderStyles editor features a GUI that is used to design and view custom effects in real time.
  • ModelEdit ensures models will be optimized to interact correctly with environments and other objects. Artists can also use ModelEdit to define specific properties, assign texture IDs, attach objects to models and manipulate animation data.
  • FxEd is used to create and modify visual effects. The tool enables the creation of in-game visual effects without requiring a recompile, thereby increasing the efficiency of the design and implementation of special effects.

Scripting

  • The Command Editor is a powerful management tool that lets developers efficiently create spectacular cinematic effects and events with DEdit. By using commands, level designers can set key frames, start specific cinematic events, and more accurately place and time events within the context of the game. In addition, this tool allows the designer to control camera locations, script character movements, and trigger a variety of visual effects as the player’s character interacts with the game’s environment.
  • Includes a convenient in-game debugging tool that delivers immediate access to data for AI paths, nodes, attributes and game states, which empowers levels designers to independently debug a variety of game systems.

Licensing

License Name Price in $US Source Code Included?
Proprietary $4,750.00 Yes
per seat

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0 of 0 people found the following review helpful

Wonderful engine.

  by 00000000000000000000000000000000 Rhuarc Feb 23, 2007 at 18:54

I'll admit, it has a curve. This engine is much different in architecture than most I've worked with before. This is a good thing though.

They stepped out of the norm and decided to make things work they way they should (source code wise, as well as assets). This means you need to get a good feel for their design philosophy, but you learn a lot just by using it.

Their entire server object is compiled into a DLL, which their level editor loads and allows you to add any object you defined within your sourcecode, and even modify parameters per-object (health, textures, intelligence, ammo, etc.).

The engine ships with the full No One Lives Forever 2 sourcecode for PC, and the XBOX version ships with Chicago Enforcer.

The tools, admittedly, are pretty primitive, but they are functional. You need to jump through a few hoops to do some things, and some mass editing options would be nice for the model viewer.

A lot of developers get scared away from this engine, but I'll tell you- stick with it, and you'll absolutely love it.

It's performance on the XBOX is phenominal. Our game was built for fairly high-end computers of today, which is a lot more than an XBOX should handle. Our game shines on the XBOX, and simply blows us away with a great (and smooth!) framerate! The trees look great, the water looks, great, the animations look great. (Trophy Bass 2007, we're just getting to final submission for the XBOX version with MS).

If you are developing for XBOX, this engine ships with the Chicago Enforcer source, and that game passed all of MS's TCRs, so you should have an easy time making sure your precert submission blows MS away. They were quite pleased with the turnout of our game using Jupiter during precert- and they definitely are a fan of developers using this engine for XBOX games.

Support has been absolutely great. They aren't afraid to get their hands dirty in the engine source for you and find a problem. This company has definitely provided the best support experience that we have had with any other engine.

Can't reccomend this engine enough.

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Last edited Dec 28, 2011 at 13:11

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