What happened to all these "amazing game engines" that have came out or have been modified for the wii? I mean wih all these you would excpet better games right? So far the Quantum 3 Engine by Highvoltage Software seems to be theone focued on a lot but what happened to the others?
Here are some i found with a little info attached:
Torque:
Eugene, OR, July 16, 2007 -- GarageGames, the leading technology provider for independent game makers, and Pronto Games, professional PC and console game developer, are pleased to announce the availability of Torque licensing for the Wii console. First shown at the Nintendo Developer Conference in June, Torque for Wii is based on the popular Torque Game Engine, with built-in support for the unique Wii controller, making it a complete package for both disc-based and downloadable Wii games.
"I think every game designer has a few ideas about how they could use the Wii console's extraordinary features to make fun games," commented Josh Williams, GarageGames CEO. "Torque for Wii makes it easier to focus on creating high-quality experiences for the Wii, rather than implementing the technologies and tools it takes to just get started."
Nintendo recently announced the availability of the WiiWare service, which will allow developers of all types to create downloadable games for sale through the Wii Shop Channel. According to GarageGames, heavily discounted license pricing is available for games targeting the WiiWare downloadable service, versus those aiming for shelf space at the local game store.
In addition to Wii Remote support, Torque for Wii supports skinned mesh rendering, advanced character and shape animation, terrains with seamless indoor/outdoor transitions, environmental effects, industry-leading networked multiplayer game support, collision detection and physics, a bevy of rendering effects, compressed textures, and more, all optimized for Wii. Additional features include a powerful WYSIWYG tool chain for designers, scripting language support, a comprehensive Lot Check compliance component, and Wii graphics and audio abstraction layers. These modifications to the Torque Game Engine combined with the existing Torque toolset and pipeline make Torque for Wii a complete game development solution for the Wii console. Pronto Games, who developed the Wii port, is also using the technology for their upcoming Wii exclusive game, The Destiny of Zorro.
"We chose to develop The Destiny of Zorro with the Torque Game Engine because of its proven reliability and our developers' familiarity with it," said Randy Angle, President and Creative Director of Pronto Games. "Partnering with GarageGames to make the Torque Game Engine available to other Wii developers seemed like the obvious next step, and we look forward to seeing the creation of even more quality Wii titles as a result."
For more information regarding the Torque for Wii license, please contact GarageGames at sales@garagegames.com or 541-345-3040.
About Pronto Games
Pronto Games brings depth of experience to all facets of game production: inventive game design, solid project management, quality artwork, and innovative technology. By combining professional expertise with a passion for fun, Pronto Games creates great entertainment for casual and core players on handhelds, mobile, toys, and disc or downloadable content for the PC, Xbox 360 and Nintendo Wii. Pronto Games can be found on the web at www.prontogames.com
Gamebryo's Next Gen Engine Now Supports WiiTM
Highlighted Linkshttp://www.emergent.netCALABASAS, CA--(Marketwire - September 12, 2007) - Emergent Game Technologies today announced the Wii™ version of its highly acclaimed next generation games engine, Gamebryo. Already powering many of the industry's leading console and PC titles, Gamebryo is optimized for accelerated cross-platform development on symmetric and asymmetric multiprocessor and single processor systems. Designed to enable teams to focus on their games and not on integrating complicated or poorly documented tools, Gamebryo now gives developers of Wii titles a significant head start by implementing numerous necessary development features that do not typically come with standard SDKs.
"We are delighted to announce the Wii port of our Gamebryo engine. With the success of Nintendo's Wii console catching much of the industry off guard and offering fresh interactive features, developers need new tools to be able to develop for multiple platforms that offer vastly different capabilities and require different programming techniques," said Geoffrey Selzer, CEO of Emergent. "We are committed to making multiplatform development as painless as possible while still delivering industry leading performance. Gamebryo for Wii simply sets a new standard for middleware designed for this top selling platform. We are very proud to be part of Nintendo's Third Party Tools program."
Emergent also recently unveiled a significant upgrade to its Gamebryo games engine focused on performance and feature enhancements for next-generation platforms. With the release of Gamebryo 2.3, dramatic rendering results are now possible with significantly fewer development resources required for production.
Gamebryo is a powerful component of Emergent Elements, a family of modular tools designed to give developers the flexibility and control they need to create breakthrough gaming experiences.
Gamebryo has been fully optimized for development on PLAYSTATION®3, Xbox 360™, and PC, and has recently gained attention as the engine used in Bethesda Softworks' record-breaking Xbox 360™, PLAYSTATION®3 and PC title, "The Elder Scrolls IV: Oblivion" and on its upcoming "Fallout 3" across the same platforms. Gamebryo is also being used by EA-Mythic on its upcoming "Warhammer Online: Age of Reckoning." Gamebryo is a mature software product that ships with 3,500 pages of fully indexed, searchable documentation. To date, Gamebryo has been used in more than 200 games titles ranging from massively multiplayer online games, high-end retail games across multiple genres, and casual games.
Unity Game Engine
- Integrated development environment with hierarchical, visual editing, detailed property inspectors and live game preview [4]. Due to ease of use and speed of development, Unity is sometimes used for rapid development and prototyping [5][6].
- Deployment as Microsoft Windows executable, Mac OS X executable, on the web (via the Unity Web Player plugin for Internet Explorer, Firefox, Safari, Mozilla, Netscape, and Camino), Mac OS X Dashboard widget, Wii executable and iPhone application [7].
- Automatic asset importing - assets load into Unity and automatically imported, and are re-imported if the asset is updated [8]. Assets are created externally, in various 3D modeling, graphics, and audio software. These assets are then imported and assembled into a game using Unity. Although many of the most popular 3D modeling applications are supported by Unity, its integration with Maya, Blender, Cinema 4D, and Cheetah3D are the most complete.
- Graphics engine uses Direct3D (Windows), OpenGL (Mac, Windows) and proprietary APIs (Wii) [9]. Support for Bumpmapping, Reflection mapping, Parallax mapping, dynamic shadows using shadow maps, render-to-texture and full-screen post processing effects.
- ShaderLab language for using shaders, supporting both declarative "programming" of the fixed-function pipeline and shader programs written in Cg or GLSL[10]. A shader can include multiple variants and a declarative fallback specification, allowing Unity to detect the best variant for the current video card and if none are compatible, fall back to an alternative shader that may sacrifice features for broader compatibility.
- Built-in Support for the Ageia'sPhysXphysics engine[11] (version 2.6.2).
- Game Scripting via Mono [12]. Scripting is built on Mono, the open source implementation of the .NET Framework. Because of this, programmers can use JavaScript, C# or Boo (which has a Python-inspired syntax).
- The Unity Asset Server - A full version control solution for all game assets and scripts and optimized for multi-gigabyte projects with thousands of multi-megabyte files.
- Audio system built on OpenAL library, with ability to play back Ogg Vorbis compressed audio. Video playback using Theora codec [13].
- A terrain and vegetation engine [14].
Quantum 3:
High Voltage Games, the team behind the brand-new title The Conduit is creating the Quantum3 engine to power their new FPS experience. Featuring "real-time normal mapping, reflection and refraction, post process full screen effects, real-time shadows, projected lights and textures, specularity and fresnel effects, emissive and iridescent materials, interactive water, [and] morphing," all purportedly running at a smooth frame rate.
High Voltage says the Quantum3 engine will provide Wii developers a solid system to develop Wii games that are on par with the graphical offerings of the Xbox 360. The company is making it their personal mission to set a trend in the Wii community where games include more than just a unique play experience, but also offer top-notch graphics.
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