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.