ENGINES AND TECHNOLOGY
Kalani Games utilizes various technologies to achieve the highest quality for game play, visual presentation and performance for each game and its targeted platforms. The current engines and editors that we develop with include Unity3D, Crytek, UDK and its proprietary engine RIDE.
RIDE PLATFORM and TECHNOLOGIES
Kalani Games owns a sophisticated and proprietary software technology development platform called "RIDE". This Interactive Development Environment evolved to its 5th generation through the production of multiple internal projects over a decade. Its principal goal is to improve and be more efficient in game-making productivity, streamline the game development process and give the creative team members a real-time easy-to-use production path.
RIDE incorporates a Real-Time visual development environment and language, which allows creative and non-technical people, such as designers, artists and high-level designers or programmers, to implement software elements of any kind including game-play, user interface, graphics, animation, AI, cinematics, sound, voice, music, etc. in real-time. This keeps the primary focus of creating actual game content without waiting for underlying technology, and respectively allowing the engineering team to focus on building new and specific technologies for the targeted game genres and platforms.
The RIDE real-time visual game environment is independent of platform and can therefore be linked to any 3rd party 3D-Engine technology or feature systems for the specific target platforms.
The following is a high-level breakdown of the RIDE System and its modules. It is an outline and does not reflect all of the technologies and modules of the RIDE system. Each of the modules are constantly updated and expanded upon with new game and platform features.
RIDE 3DX is a sophisticated 3D Engine for the Xbox/PC/PS2/DreamCast. It was built to take advantage of all Xbox/PC/PS2/DreamCast features such as:
- Perfomance of up to 12 Million polygons per second for fully lit environments.
- Bump Mapping.
- Environmental Reflection Mapping.
- Planar Reflection Mapping.
- Specular Highlights.
- Omni, direct and dynamic light sourcing.
RIDE VDE(VISUAL DEV ENVIRONMENT) GAME++
RIDE VDE is a high performance visual language incorporating the power of a C++ programming language without the difficult programming syntax. It includes a point-and-click system allowing the level programmers, designers, missionbuilders, game programmers, and artist to rapidly iterate, refine and integrate
- New assets, such as graphics, animation, music, sfx, movies, etc.
- User interface layout and functions.
- Positioning of enemies and objects.
- Coding of game logic and AI.
- Adjustment of light sources and shadows.
In addition, RIDE VDE incorporates a full debugger and profiler allowing the game programmers to query specific game logic problems, and the technologist to easily locate performance bottlenecks.
This VDE allows designers, artists, and level/mission designers/programmers real-time implementation of the game. This technology component operates without any syntax or semantic restraints as seen in other traditional programming languages, allowing non-programming people to create powerful content without the complex education of a programming engineer. It is a flexible development shell with a proprietary visual scripting system that can link to any game engine or system. Some of its components provide full data support, input management, 3D rendering, 3D animation, sound, music, voice, AI, camera, user interface, save games, scripting, particle effects and collision.
RIDE ANIM and RIDE FACE
The RIDE Animation system currently incorporates the following from MAYA or MAX:
- Single-skin model mesh.
- Up to 120 bones with 5 weightings.
- Quaternion blending between animation.
- Up to 3 animations can be blended at one time.
RIDE FACE is a sub-animation system specifically built for facial animations.
The RIDE animation system can easily be expanded upon to support more features than described above and is dependent on the platforms capabilities and performance.
RIDE ANIM STATE
RIDE supports a State Machine Database Language for describing animation systems. This architecture is useful for showing the input and connections between animations and sub-animations.
The RIDE system incorporates a camera positioning tool, which allows the level designer/mission builder to position cameras and its paths at certain points. In addition, complex camera splines can be imported from MAX and MAYA.
The Lightning tool within RIDE allows the level designer and artist to position light sources throughout the level. There are various light you can select from and not limited to:
- Specular lights
- Bump lights
Each light can be manipulated in their RGB (Red, Green, Blue) value. In addition, the RIDE system supports radiosity lit environments giving the levels a more cinematic softer lightning solution.
RIDE SIMULATION CORE
Provides support for complex path routing, camera systems, world tiling, trigger detection and world detailing.
RIDE AI STATE
RIDE supports an AI State System language for describing AI behaviors. The language is a programmable state machine architecture for pre-emptive signal based real-time AI solutions.
RIDE PHYSICS, COLLISION and PARTICLES
RIDE Physics, Collision and Particles are fundamental systems that is constantly enhanced and updated for specific hardware platforms. In addition, RIDE has the flexibility and ease of integration for 3rd Party Physics, Collision and Particle systems.
RIDE supports up to 256 channels sfx and voices. It also streams music directly from the DVD in parallel.
RIDE supports localization procedures for easy translations. With each stand-alone version build all text and voice files are separated out into individual files/folders. External translation companies can replace the files with the appropriate languages and test the game without any involvement of the development team.