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Umbra middleware in the arcade

 

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2012-03-02
Umbra middleware in the arcade

Japanese games developer, ByKing, recently partnered up with Umbra Software for its new arcade game, Gunslinger Stratos, due out this summer. Image courtesy of Umbra Software.

Finnish middleware developer Umbra Software recently announced a partnership with Japanese games developer, ByKing, to help power the latter’s new arcade game, Gunslinger Stratos.

ByKing is using Umbra 3.1, the latest version of Umbra’s rendering optimisation middleware, integrated with Silicon Studio’s Orochi engine, for the new four vs. four action game, which is set in downtown Tokyo and is due to be published by Square Enix this summer.

Umbra technology has also been used in Remedy’s recently released PC version of its critically acclaimed Alan Wake. Alan Wake’s American Nightmare – released on Xbox Live Arcade last month – also benefits from Umbra’s occlusion culling.

Remedy is a long-time user of Umbra’s rendering middleware, and Bungie, the creator of the Halo franchise, also relies on Umbra technology.

Umbra 3 – available for PlayStation 3, Xbox 360, pc, iOS, and PlayStation Vita – increases frame rates and helps developers get the most out of their games’ performance. It does this by optimising critical areas, such as rendering, and by providing tools to help with content streaming and game logic.

Umbra 3 builds an internal representation of a game scene and uses this data at runtime to perform efficient queries that can be used to determine the set of visible objects for the player or determine the set of objects that are within a given distance from a point. Using the Incremental Bake feature included in Umbra 3.1, for example, an object’s location can be changed without having to re-compute the entire scene's visibility information from scratch.

See our article for more information or visit the company’s Web site.