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.
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
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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.
> 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.
Like: Unity, Unigine, StemCell, NeoAxis, Quest3D.
And much more, there are Game Engines very good and the prices is more low.
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
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.