Black Horse Engine
EN PL JP
CROSS_ENGINE
Main features

  • Games are being optimized to be digitally distributed (many strong audio/video/code compression algorithms integrated).
  • Common game logic, but different assets quality and effects for each platforms.
  • Optimized for certain types of games [please inquiry].
Platforms status

  • Wii [finished, in-testing, ready to release in end of Q2]
  • PC [finished, in-testing, ready to release in end of Q2]
  • Xbox360 [in-dev, ready to release in Q3]
  • PSP [early state, ready to release in Q3/Q4]
Commercial use

  • Currently it's being used to prototype first internal production based.
  • With end of Q2 there are plans to start first Work-for-hire production based on Cross Engine.
  • Currently there are no plans to release Cross Engine as a middleware on any platforms.
Technical overview

Overall

  • Robust cross-platform engine supporting Xbox360, Wii, PC, PSP, Nintendo DS, iPhone, and more!
  • Full hardware abstraction
  • Fully automated assets flow - just hit one button to see Maya model in the game!
  • Designed in the spirit of pattern oriented programming for easy extensibility

Network distribution

  • Efficient assets compression
  • Network data streaming
  • Compressions of the game code
  • Music formats that supports both bank-based and recorded playback

Scene

  • Hierarchical scene graph representation
  • Portal based culling algorithm for interior scene representation
  • Automatic occlussion culling, level-of-detail and transparent data streaming allowing creating almost unlimited game worlds!
  • Support for high-level scripting language

Animation

  • Dynamic skeletal animation system with real-time sequence blending
  • Support for mo-cap pose matching
  • Footskates minimalisation

Rendering

  • Powerful rendering of high detail models
  • Platform-dependent rendering strategy for even more efficiency, still being transparent for end-user
  • Flexible material system allowing adding custom effect
  • Build-in effects: bump mapping, parallax mapping, fur, etc.
  • Post-processing effects
  • Particle system
  • Dynamic lighting, including phong, oryan-nayer, lambert illumination models
  • Static and dynamic shadowing based on light maps and shadow mapping
  • Environment mapping
  • Realistic water

Physics

  • Cutting-edge technology provided by industry leading Bullet Physics engine
  • Supports various shape types: Convex Polyhedron, Box, Sphere, Cone, Cylinder, Capsule, Static Triangle Mesh, Heightfield
  • Discrete Collision Detection for Rigid Body Simulation:

    • Persistent Manifold, with contact point reduction
    • Collision Results can also be used for AI/Triggers/Character Control
    • GJK based general convex collision detection
  • Single Queries:

    • Closest Point/Normal/Distance
    • Penetration Depth estimation
    • Ray Cast
    • Linear Cast / Swept Collision Test
    • Experimental Continuous Collision Detection/Time of Impact (incl. Rotation)
  • Optimizations:

    • Sweep and Prune Broadphase
    • Bounding Volume Hierarchy for Static Triangle Mesh (AABB tree)
    • Allows re-use of graphics mesh, instead of duplicating (using index/stride)

Input

  • Platform-independent input layer for easy and fast development
  • Motion input processing for platforms such as Nintendo Wii, iPhone or PlayStation 3
  • Build-in gesture recognition both for 3d accelerometers and 2d pointer devices

Artificial Intelligence

  • Motion planner based on the behaviour trees
  • User experience adapting AI system

Tools/Editors

  • What You See Is What You Play game editor
  • Visual editor of AI behaviours
  • Gesture patterns editor
  • Exporting tools for most common graphical applications

Technical

  • Built-in multilevel loggers, profilers and leak tracers
  • Custom memory allocation model
  • Platform-independent interface for math library, internally optimized for each platform
  • Highly optimized containers for specific platforms

Audio

  • Realtime DSP effects
  • 3D audio
  • 2D audio for portable platforms and bigger efficiency
  • Easy to use sounds and in-game music manager