Doctor Entertainment AB
Windows, Linux, Mac OS X, PS3, iOS, Windows Mobile
Languages Written In:
OpenGL, DirectX, Software Renderer, Other
Not reviewed yet
- User Reviews
Our proven technology is written from the ground-up taking advantage of Unicode which means localization is a breeze. The source code is extremely well maintained, for example we have 0 LINT issues (default settings), automatic verification of the code convention and of course full documentation. The technology takes advantage of multi-core CPUs whenever possible which makes performance of many tasks to scale very well to number of available cores. We currently support x86, x64, PowerPC 32/64 bit, Cell PPU/SPU and ARM architectures.
Everything is written in a modern modular fashion with clear boundaries between each module helping developers keeping the code base clean and minimize application bloat.
Additional core features are, for example:
- C++ serialization; provided serializers for binary or XML object representation.
- RTTI, implemented with minimal impact on code and ease of use.
- Efficient and thread-safe memory management.
- SIMD optimized math library including 2D and 3D vectors, 3×3 and 4×4 matrices, quaternions etc.
- A lot of generic classes for various algorithms and trees.
- Platform independent I/O and threading frameworks.
- Each C++ library is self-contained which means parts of the engine can be easily used without need to include the entire source tree.
Traktor Engine has been in development for a long time and has been successfully used in a commercial game.
During it's development it has been treated with the most extreme attention to detail, for instance we have specialized tools to verify code convention, lint issues etc.
The engine have been design from the ground up to take advantage of multicore cpus, simd instructions etc and successfully ported from iOS all the way to PS3 without any sacrificy of speed, size or code quality.
Traktor Engine supports both forward and deferred rendering. The engine is able to toggle between those modes in runtime if necessary and there are no special requirements from artists point of view regarding shaders etc.
Deferred shadow mapping projecting shadow map into a screen space shadow mask.
World class shader graph based shading system allowing for advanced optimizations through-out the engine and truly cross platform shaders.
Many various mesh rendering techniques to satisfy many different scenarios such as static, indoor and instancing meshes.
Supporting many different types of animations, per-object key-framing, skeleton based skinning, full scene key-framing, ragdoll driven animations, full system IK solver etc. State graph based animation tree support.
4k ^2 terrain support featuring patch instancing and shader splatting which reduce both GPU complexity and draw calls a lot but still maintains really high quality.
Homogenous interface to all different physics libraries. Current physics implementations include Bullet, Havok and PhysX.
Low level socket API abstraction available for all major platforms. Higher level online integrations with Steam, PSN and GameCenter provided with a unified API.
Full 7.1 surround sound utilization to perfectly map 3D sounds. Entire sound system implemented using 32 bit floats and SIMD (SPUs on PS3) which result in extremely high quality and efficiency.
Editor and tools are developed with highest standards as they are cruial to make extraordinary games. A lot of effort has been put into making the workflow as quick as possible. Every change to assets (shaders, meshes, texture, scripts, UI etc) are hotswapped into running instances of the game in matter of seconds.
Flash player completely written using Traktor technology with full ActionScript support enabled unprecidented integration with the engine from Flash and AS.
2D shape rasterization entirely performed by the GPU.
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Last edited Mar 09, 2012 at 08:33