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 content with include Unity3D, Crytek, UDK and our proprietary engine and interactive development environment RIDE.

NEXUS PLATFORM and TECHNOLOGIES

Kalani Games, and its Technology&Research partners - Kalani Digital and Kalani Nexus - are working on the next-generation NEXUS RIDE Cloud Platform for PC, VR, Consoles, Tablets and Mobile devices. This development, management and distribution platform streamlines the production of developing transmedia digital entertainment of MMO Games, Virtual Worlds, Metaverses and Film/TV. 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 online-cloud production path.

Kalani Digital owns the sophisticated and proprietary legacy software technology and development platform named "RIDE", a Rapid Interactive Development Environment. Originally engineered in the mid-90's, in hind-sight a pre-cursor to today's modern commercial development environments of Unity or Unreal. During its time RIDE evolved to its 5th generation over a decade long real-time production of multiple internal projects. The NEXUS RIDE Cloud Platform is the next-generation evolution of this technology infrastructure for today's and future modern central game development, publishing and distribution environment platform.

RIDE incorporates a real-time visual development environment and language, which allows creative and non-technical people, such as designers, artists, animators, musicians, etc., independent of the technical team, such as programmers, engineers, scripters, etc. to simultaneously implement content and software elements of any kind including game-play interaction, user interface, graphics, animation, AI, cinematics, sound, voice, music, and much more rapidly in real-time. This keeps the primary focus of creating actual game or film content without waiting for underlying technologies, and respectively allowing the engineering team to focus on building new and specific technologies for the targeted game genres and platforms without slowing down product development.

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 legacy RIDE Platform, its systems and modules. It is an outline and does not reflect all of the technologies and modules of the RIDE Platform or the NEXUS RIDE Platform. Each of the systems and modules have been and will be constantly updated and expanded upon based on each game in production as well as the respective hardware component feature sets utilizing the platform.

RIDE 3DX

RIDE 3DX is a sophisticated 3D Engine for consoles and PC. It was built to take advantage of all Xbox/PC/Playstation/DreamCast features such as:

RIDE VDE (VISUAL DEVELOPMENT 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

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 assets from MAYA or MAX:

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 ANIM STATE 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.

RIDE CAMERA

The RIDE CAMERA 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.

RIDE LIGHTS

The RIDE LIGHTS editor is the lighting tool which 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:

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

RIDE SIMULATION CORE provides support for complex path routing, camera systems, world tiling, trigger detection and world detailing.

RIDE AI STATE

RIDE AI STATE system 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 NAVIGATION

RIDE Physics, Collision and Navigation 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 Navigation systems.

RIDE VFX and PARTICLES

RIDE VFX and PARTICLES system and editor allow for visual effects integration and enhancements. In addition, RIDE has the flexibility and ease of integration for 3rd Party Particle systems.

RIDE AUDIO

RIDE AUDIO supports up to 256 channels sfx and voices. It also streams music directly from the DVD in parallel.

RIDE LOCALIZATION

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.



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