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Q Engine
The Q engine is a traditional scene-graph retained mode API combined with a cell-portal system to connect multiple scene graph spaces known as zones together. This group of APIs comprises the world management system of Q. The world management system uses a persistent object-database combined with an object management system to request and preload assets required to simulate and render a scene. Q supports an unlimited size of world database, the gating factor on performance being the number and size of zones in scope, i.e. the number and complexity of scene graphs being rendered and simulated. Q is designed to work as a streaming engine where new zones can be preloaded from CD while old zones are swapped out of memory. The key that enables Q to make this work lies in the ability to author and validate content to a fixed memory cache size and given load bandwidth with QStudio. Q also supports an innovative LOD management system that streams higher mesh and texture detail from the CD once all essential assets have been loaded.
Q is a new middleware for games and other real-time 3D applications, the result of everything we've learned through our history, creating Reality Lab at RenderMorphics, and Direct3D at Microsoft, working with game developers and hardware vendors whilst integrating real-time 3D into the world's biggest selling operating system.
As well as a host of standard engine features, Q sports cutting-edge capabilities rarely found in bespoke high end game engines; and these are supported on all platforms, console and PC:
Even for a low level renderer like Reality Lab, the real problem for middleware has always been the difficulty of customization, with each developer wanting a different set of new features in the next version.
With Q's flexible plug-in framework, we believe we have solved that problem: we've given developers the power to customize the middleware, without forcing them to master Q's source code.
Q's framework allows developers to rapidly specialize the middleware to address their specific needs by adding custom plug-ins at any level. Standard plug-ins can be mixed and matched with a developer's own plug-ins, making it easy, for instance, to add a custom scene management plug-in which both takes advantage of game specific knowledge, and also builds on standard components to stream its assets.
The upshot is that plug-ins can be easily shared across studios, and even licensed on to other Q developers.
Source: qubesoft.com
As well as a host of standard engine features, Q sports cutting-edge capabilities rarely found in bespoke high end game engines; and these are supported on all platforms, console and PC:
- A powerful renderer supporting arbitrary scene rendering algorithms and programmable shaders
- Background data streaming
- A texture manager capable of handling scenes with many gigabytes of texture visible on screen
- A cross-platform data format
- Simultaneous n-dimensional animation blending
- A background work queue
- A 3D editor which allows both core and custom plug-ins to run live inside the editing environment
Even for a low level renderer like Reality Lab, the real problem for middleware has always been the difficulty of customization, with each developer wanting a different set of new features in the next version.
With Q's flexible plug-in framework, we believe we have solved that problem: we've given developers the power to customize the middleware, without forcing them to master Q's source code.
Q's framework allows developers to rapidly specialize the middleware to address their specific needs by adding custom plug-ins at any level. Standard plug-ins can be mixed and matched with a developer's own plug-ins, making it easy, for instance, to add a custom scene management plug-in which both takes advantage of game specific knowledge, and also builds on standard components to stream its assets.
The upshot is that plug-ins can be easily shared across studios, and even licensed on to other Q developers.
Source: qubesoft.com
To Download/Preview Q Engine:
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