BIA: Hell's Highway 'Realism' trailer(continued from previous page) ...CPU power of Xbox 360, PS3 and PCs to simulate the human body and its nervous system at run-time. The result is truly interactive 3D animation while you play the game. This means that something different and unique happens every time you play.
9. Now your endorphin 2.6 engine provides for adaptive behaviors, how does that work? Do you basically give a character certain A.I. and characteristics and then they basically act themselves using what basic knowledge they have to self animate themselves? Wouldn't there be a lot of trial and error involved in this?
endorphin is not actually an engine (that would be euphoria), but our standalone 3D application. From the beginning, it has been based on adaptive behaviours. Version 2.6 has added more adaptive behaviours to the already extensive list.
Like you say, the characters essentially act, or animate themselves. They have a knowledge of their body and muscles, and use sensors to get information about the environment. They pretty much work like we do.
10. Will these technologies help in cutting the rising costs in next gen development?
Yes, by essentially simulating the brain and body of 3D characters and synthesizing human movements in real time, euphoriacan replace large libraries of mocap data that would usually be required to show variations of a particular action.
11. In the Indiana Jones E3 2006 demo, there was use of the euphoria engine, correct? I noticed the characters were a bit floaty when falling off the train. Was the demo just a basic showing of the use of euphoria or was that the real game engine running a part of the game?
Yes, the E3 demo was very early days indeed and represented only a very first integration. ļ
12. On your list of video demos, there is a test demo of Possession running with endorphin in use. Are you also working along side with the developers of Possession or are you just licensing the application?
The Possession demo was done by Volatile Games using endorphin, our stand-alone 3D app.
13. How many companies have you licensed the different engines to?
We are currently working with two major publishers on integrating euphoria into multiple titles. endorphin, the stand-alone 3D app, is being used by dozens of developers.
14. What is SIGGRAPH?
SIGGRAPH is an annual international conference and exhibition on Computer Graphics and Interactive Techniques. The 33rd SIGGRAPH was held in early August 2006 in Boston. For more information, visit: http://www.siggraph.org/s2006/
15. Overall how would you rate SIGGRAPH this year in terms of what was shown?
SIGGRAPH is always a fun event ¡V and again was in Boston (despite the heat!). However, there weren¡¦t any obvious spectacular innovations on the show floor.
16. What did NaturalMotion show this year at SIGGRAPH?
NaturalMotion debuted morpheme?, a powerful animation engine and tool chain for next-gen game development. NaturalMotion also demonstrated euphoria and endorphin 2.6 during SIGGRAPH.
17. What was your favorite technology or other middleware that was shown at SIGGRAPH from another company?
I liked Havok¡¦s graphics accelerated physics demos, but apart from that, there wasn¡¦t much middleware on show. (Then again, I didn¡¦t see much of the show floor!)
18. From what you saw at SIGGRAPH should gamers expect some really spectacular things that have never been seen before for games
I don't want to beat our own drum too much, but I genuinely think that our euphoria tech will blow people away next year.
Questions dealing with PS3 and Xbox 360:
19. How is endorphin (3d application) doing when running on PS3 hardware? Any difficulties in the programming?
euphoria is performing well on PS3. If utilized correctly, Cell is a very fast processor indeed. Also, we¡¦ve been getting some great support from Sony Europe.
20. Are there any differences in the Xbox 360 and PS3 when running your middleware?
More than ever, you need to specifically target the platform to get optimized performance. Cell has a lot of power that but you have to unlock ... (continued on next page)
