Contents
Engines of Creation: An Overview of Game Engines
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Engines of Creation: An Overview of Game Engines
by Jon Jordan
16 comments
Share RSS
 
 
October 28, 2008 Article Start Previous Page 9 of 12 Next
 

Simutronics

Built on the back of experience stretching into the days of text-based online games, U.S.-based Simutronics' HeroEngine takes a different approach when it comes to the creation and deployment of massively multiplayer online games.

Hero Engine was launched in 2006, and after five years of work, it provides an integrated server-client engine and development system, both of which support a dynamic plug-in architecture that enables a collaborative and 'always live' environment for the fast prototyping, building, and testing of games.

Advertisement

This toolset, called HeroBlade, features components such as a world builder, particle and special effects editors, a character and animation system, an audio engine, and an internal scripting language.

This is linked into a live asset repository for intelligent objects and the DreamManager project management system and quality assurance tools. Further improving the ability for collaboration is a real-time whiteboard tool so you can make notes directly onto in-game levels.

Finally, the server architecture itself is designed to handle seamless environments, instanced worlds, or variants between the two. Performance and player behavior metrics tools are also provided.

Indeed, the only thing missing is a finished game as the length of time to make MMOGs means that no commercial products have yet been shipped using HeroEngine - although the recently announced Star Wars: The Old Republic uses the engine, according to earlier press releases.

Hero Engine

Features: HeroBlade development tool; 'always live' client-server; world editor; intelligent objects; character animation system; HeroScript; DreamManager process management system

Platforms: Linux (server), PC (client)

Integration with Other Technologies: AIseek, FMOD, PhysX, RTView, Scaleform, SpeedTree, StreamBase, Wwise and Vivox, plus plug-ins for 3ds Max and Maya

Cost: Evaluation, prototype, basic and source licenses available, price available on request

Released Games Include: none to date

Games in Development Include: Star Wars: The Old Republic (BioWare), TBA (IT Territory), TBA (ZeniMax)

www.heroengine.com

 
Article Start Previous Page 9 of 12 Next
 
Comments

Wyatt Epp
profile image
For reference, does "PC" refer to Windows, Linux, and Mac or just Windows (yes, I could search for it, but I rather feel that it should be clear by the article already).

On a related note, I'm pleased to find that there's more support for Linux than I previously thought. I'll have to look at a couple of them closer.

Simon Carless
profile image
PC will mean Windows in this context, I believe - apologies for confusion.

ken sato
profile image
Prod groups have to pay particular attention when selecting a middleware solution for a project. It's relatively easy to lose any benefits from a lack a engine familiarity on all parts of the dev group from assets to code. The critical point always seems to be time rather than complexity or quality. Interesting article.

Jason Maskell
profile image
This article is essentially a list of a few middleware engines with their prices and features, with no relevant info that we couldn't find in a press release. There's not even a feature grid, as is usual in fluffy, value-judgement free pieces like this. How is this article at all useful?

Tristan de Ines Rodriguez
profile image
Wow. It blows me away that Oblivion and CivIV are running on the same engine.

Marque Pierre Sondergaard
profile image
Where is the Unity engine?

Simon Carless
profile image
Marque: this round-up was written for Game Developer magazine originally, and we couldn't include some other engines, including, Unity, for space reasons. The next version will include Unity, though, since we can see that they're increasingly important (see our coverage of the Unity 08 conference last week).

Abdu Kho
profile image
Like this Article it looks helpful. Also will PS2 work for these engine's if it says PS3?

Andrew Heywood
profile image
This is nit-picking, but:

> It's safe to say Epic's Unreal Engine 3 is the current,
> de facto industry standard middleware

It's safe to say that it's currently the most popular 3rd party engine for AAA current-gen titles. That's not really the same thing as being a de facto industry standard. You wouldn't say the Ford Focus is the de facto standard for UK cars, just because it has the largest market share. By definition a de facto standard has to be so completely ubiquitous that anything other than it seems odd - that's not Unreal 3's status.

Andrew Heywood
profile image
I mean, does it even have a majority market share when considering only games which use primarily 3rd party engine tech?

Robert Zamber
profile image
I was really surprised not to see unity mentioned.

Robert Zamber
profile image
Duuurrrr I didn't read Carless's post. So ignore previous :)

Isidro Angel
profile image
A lot of goods Game Engine not appear in this list.

Like: Unity, Unigine, StemCell, NeoAxis, Quest3D.

And much more, there are Game Engines very good and the prices is more low.

Raj Android
profile image
CryEngine 2 :)) I'm really surprised that they are featured everywhere as a commercial engine but till now, there hasn't been any single game (other than their own) published using this engine and just one game in making (AION). Their response time and attitude is absolutely different from other engines like Unreal, Gamebryo, Trinigy Vision etc. Totally unprofessional if we consider them as a commercial engine provider.

Steven 'lazalong' Gay
profile image
Open-source? Free?

Shouldn't this article be called "List of expensive commercial engines" ?

Why not the Nebula engine?

Or ... well.... the list is long: http://en.wikipedia.org/wiki/List_of_game_engines





Christopher McLaren
profile image
Theres a whole list of engines that should be listed (C4, NeoAxis, Unigine, Quest3d, etc).

Game engines have come a long way in the last few years and the commercial engines that had the market to themselves need to realise that they face competition and need to restructure thier licensing. the engine with the best tools and licensing will make a lot of money.


none
 
Comment:
 


Submit Comment