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Thread: Digini Announces Blade3D Commercial Release

  1. #1
    Join Date
    Nov 2008
    Posts
    90

    Digini Announces Blade3D Commercial Release

    Founder's Club provides lifetime discount to Blade3D subscribers; Digini hosts contest for Blade3D game creators to win a trip to GDC 2009 in San Francisco

    Digini today announced that it has commercially released the first version of its flagship product - Blade3D. Blade3D is an integrated development environment that simplifies game creation, making professional grade tools accessible to the broadest audience. Blade3D is available via an innovative subscription-based model including price points for Hobbyist ($14.95/mo), Independent ($29.95/mo), and Professional developers ($99.95/mo).

    Coinciding with the launch of Blade3D, Digini has announced the Founder's Club - a limited-time offer that provides a 15% lifetime discount on subscriptions for any Blade3D user. Membership in the Founder's Club is automatic for any Blade3D user who signs up for a Hobbyist, Independent, or Professional monthly subscription by January 31st, 2009.

    Digini is also excited to announce the 2009 Blade3D Community Games Contest. The contest is open to all Blade3D users, both individuals and teams, who submit original games made with Blade3D by February 24th, 2009. The grand prize is a trip for one person to the Game Developers Conference in San Francisco from March 25-27 of 2009, including airfare and hotel accommodations as well as the opportunity to showcase their game on a dedicated demo station in the Blade3D booth.

    Based in Issaquah, Washington, Digini, Inc. is the creator of Blade3D, providing professional grade tools to the broadest audience of game creators. Digini is led by a strong executive team with management experience from Electronic Arts, Microsoft Game Studios, Microsoft Visual Studio, Motorola, and Lucas Arts. Digini closed its first round of institutional investment from California Technology Ventures in September 2008

    The Vision for Blade3D was and is to create a game development system for anyone willing to invest their time and energy. The majority of tools available require a high level of programming facility; and Digini wants to offer a much wider audience the ability to craft and execute quality, technically competitive games.

  2. #2
    Join Date
    Nov 2008
    Posts
    90

    Re: Digini Announces Blade3D Commercial Release

    System Requirements: Hardware

    Minimum Specification:
    • Windows XP with Service Pack 2
    • 2.0GHz CPU, 1GB RAM
    • SM 2.0b Graphics Card, 128MB
    • Display Resolution: 1280x1024 or higher
    • Internet Connectivity for Activation and Monthly Verification



    Recommended Specification:
    • Windows XP with Service Pack 3 or Windows Vista
    • 3.2GHz CPU, 2GB RAM
    • SM 3.0b Graphics Card, 256MB
    • Display Resolution: 1600x1200 or higher, 32bit color depth
    • Full-time internet connection for Community Access


    Please note that it do not currently support the Mobile IntelĀ® 945 chipset models or the IntelĀ® Graphics Media Accelerator 950. These chipsets are common in budget laptops.

  3. #3
    Join Date
    Nov 2008
    Posts
    90

    Re: Digini Announces Blade3D Commercial Release

    Content Pipeline
    • support for 20 model formats, including .dae (collada), .fbx, and .x
    • support for over 20 image formats
    • support for seven audio formats
    • support for standard HLSL shaders and effects, including DXSAS
    • export any part of your module to a shareable binary package


    Character Animation
    • optional character control added on import
    • auto detect common character animations
    • multi-layer animation mixer with support for multiple clips per layer
    • pluggable animation controllers with direct manipulation of character poses in model or world space
    • dual quaternion animation with up to 100 hardware skinned bones per mesh


    Scene Designer
    • fully integrated world editor
    • unified and consistent object browser and property editor
    • real time updates for all edit operations
    • multi-level undo and redo
    • ability to review object references and dependencies
    • comprehensive set of level editing tools
    • support for multi-select and drag-drop operations


    Material System
    • integrated HLSL editor with support for syntax coloring, error detection and highlighting, and line numbering


    Lighting and Shadows
    • support for directional, spot and point lights
    • up to four lights of each type per renderable, per pass
    • lighting from atmosphere with day and night cycle
    • out of the box support for standard lighting models, eg Blinn, Lambert, Phong, etc.
    • directional and omni-directional shadow maps (PSSM and DPSM)
    • PCF, ESM and screen blur shadow filtering for soft shadows
    • built in lighting shaders provide support for diffuse, normal, specular, ambient occlusion, opacity, and emissive texture maps


    Environmental Tools
    • heightmap-based, multi-textured and normal-mapped terrain
    • grass generator with support for placement control via foliage density maps
    • infinite water with reflection, refraction and shoreline blending
    • ocean water with waves, reflection, refraction and shoreline blending
    • spline-based procedural rivers and roads
    • skyboxes, volumetric clouds, shadow-occluded lightshafts, and atmospheric system


    Platform Support
    • develop on Windows XP and Windows Vista
    • deploy to Windows XP, Windows Vista and Xbox 360*

    *deployment to Xbox 360 requires XNA Creator's Club Membership

    Marketplace
    i
    • ntegrated community driven asset sharing system
    • large collection of free, ready to use assets, games, and tutorial samples
    • ability to search, download, and import models, game logic, and other assets
    • sell your own content, set your own price (Coming Soon!)


    Community and Support
    • dedicated support team maintains strong presence in official forums
    • entire development team resolved to answering all user questions effectively
    • tutorials and documentation work driven by user requests
    • online user snapshot gallery for sharing ideas and showing skills
    • enthusiastic and vibrant member community
    • direct support for Pro users


    Physics
    • integrated physics engine with support for static and rigid bodies, optimized for Xbox 360
    • multiple collision volume support (box, sphere, capsule, mesh, heightmap)
    • built in vehicle support
    • support for physics materials and collision pairs
    • trigger events based on collisions
    • ragdoll support (Coming Soon!)


    Key-frame Animation System
    • enables rapid creation of cutscenes
    • can record and playback property changes of any system object
    • fully integrated Visual Editor


    Particle Systems
    • extensible, artist-friendly, and easy to use
    • out of the box commonly used particle effects include smoke, fire, missile, and more
    • build and edit particle effects dynamically in-game
    • animated texture and texture atlas support
    • ability to have multiple materials for each particle set
    • particle types include billboard, quad, and mesh
    • particle systems can be added to any object, or be easily spawned through graphs
    • multiple emitter types (cube, sphere, point, ring, mesh, bone)
    • support for five commonly used blending modes


    Post Processing Effects
    • over 20 standard post processing effects included
    • ability to create new effects directly from HLSL
    • create new effects by combining existing effects
    • per camera post processing effects


    Game Logic
    1. support for multiple game logic development paradigms, including:
      • state machines
      • macros
      • script
      • ability to write your own custom components and operators
    2. unified input, trigger, and command system supporting:
      • keyboard and mouse
      • gamepad
      • trigger volumes
      • physics collisions
      • custom commands
      • area based command broadcasting

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