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General Overview
The core technology of Will of SteelTM is a game engine based
on Perun® - a Gameyus proprietary technology. Perun® is an
integrated game and graphics rendering engine built on top of latest
technologies. One of main tasks during development was to enable
advanced and modern special effects, suitable for today’s hardware.
This feature enables Gameyus development team to bring realistic
environments and graphics elements on the players displays.
Perun® uses the most recent technologies for rendering,
including high level shading languages (HLSL). Currently, Perun®
uses Windows TM and DirectX as a development platform, but Perun’s
flexible design and HLSL usage enables easy porting to other PC or
console platforms, such as Linux or Xbox.
Perun® engine is accompanied with a set of tools that enables
rapid game development process. This tools include level editor and
game entity editor. Key technology used in various tool development
is Microsoft’s .NET framework. By using .NET technology modern
look-and-feel of our tools is easily accomplished and we can focus
on development of its functionality.
Voice control is another aspect of our
technology. Will of SteelTM has a new approach to playing
war-related games. Voice control will enable players to actually
feel as a Commander. This will most certainly distinguish the
gameplay in Will of SteelTM from other games.
Engine
Description
Perun® engine is designed in such manner that it can be
easily extended using built-in plugin system. This modular approach
brings a level of abstraction that enables easy feature improvement
in Perun® engine. Every aspect of the engine is designed to be
extensible and lasting solution.
It is a product of in-house development and is completely
created by Gameyus development team.
Perun® engine is written in pure ANSI C++, with only several
platform dependant files. This makes Perun® engine very portable to
other platforms. Besides tools created for internal usage, all other
parts of Perun® engine can be ported to other platforms fairly fast,
this includes Linux, Mac or Xbox console.
The important part of Perun® engine are custom built tools
for level and game entity editing. Level editor is designed for RTS
genre of games, but it can easily be used in other types of outdoor
environment games. Entity editor is a more lasting solution which is
independent of the targeted game type or genre.
Here is a list of engine highlights:
- Latest generation graphics hardware support trough DirectX with
pixel and vertex shaders.
- Complex property system for game entities with cross linked co-dependance.
- Hierarchical scene graph with support for multiple geometric
primitives including lines, particles, triangles, and triangle
strips.
- Multiple culling and sorting techniques that leave more CPU cycles
for drawing visible objects.
- Dynamic shadows with object self-shadowing and correct alpha
channel shadow casting.
- Lua scripting system for controlling Perun® engine API. |
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