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Autodesk Gameware Software


Autodesk Gameware Software

Autodesk Gameware Software

History

Developers :- Autodesk.
Original authors :- Illuminate Labs
Stable release :- July 12, 2017
Operating system :- Windows.
Type :- Middleware.

    Autodesk Gameware was a middleware software suite developed by Autodesk. The suite contained tools that enable designers to create game lighting, character animation, low level path finding, high-level AI and advanced user interfaces. On July 12, 2017, Autodesk removed Scaleform, Beast, HumanIK and Navigation from their online store, and announced the ending of support for the products

Products:

The Gameware suite consisted of the following modules:

Scaleform: A vector graphics rendering engine used to display Adobe Flash-based user interfaces, HUDs, and animated textures for games, developed by Scaleform Corporation. Also includes Scaleform Video and Scaleform IME.

Beast: A global illumination solution featuring natural lighting effects: color bounce, soft shadows, high dynamic range lighting, and lighting of moving objects in real-time game environments.

HumanIK: A character animation middleware library with full body inverse kinematics. Can be integrated into animation engines such as Autodesk MotionBuilder.

Gameware Navigation: Artificial intelligence middleware providing automatic NavMesh generation, pathfinding, and path following in complex game environments. Originally developed as Kynapse by Kynogon.

FBX: Asset exchange technology that facilitates 3D data transfer between multiple software applications.

Autodesk Beast:

   Beast is a content pipeline tool used for advanced global illumination and dynamic character relighting. Beast is developed and sold by Swedish games lighting technology company Illuminate Labs (acquired by Autodesk in 2010). Beast is used to bake light maps, shadow maps and point clouds with advanced global illumination. Beast can precalculate lighting for light maps, shadow maps and point clouds, to bake occlusion or normal maps or to generate light fields for dynamic relighting of characters and objects.

   Beast has built-in integration with Gamebryo Lightspeed and Epic's Unreal Engine, Evolution and several other in-house game engines. In March 2010, Unity Technologies announced that the next version of Unity would feature built-in Beast lightmapping and global illumination off the shelf. There is an API available for projects working with Beast but not ready for integration. The Beast API is a programming interface designed to make it as easy as possible to create a Beast integration with any game engine.

   Beast has been used in games such as: Mirror's Edge, CrimeCraft, Army of Two: The 40th Day, Mortal Kombat vs. DC Universe and Alpha Protocol.

  The new Beast was presented at GDC 2010 in San Francisco. The new version of Beast features two entirely new modules called DistriBeast and eRnsT. DistriBeast is an extremely fast and easy to use distribution engine for managing render farms. eRnsT is a real-time visualizer that allows artists to explore and control the lighting set-up without having to run a complete bake.

First Steps for New Users:

    Welcome to the Autodesk® Gameware Navigation 2016 artificial intelligence (AI) middleware. This topic is intended to direct you to the resources you need to get up and running with this software as quickly as possible.

Step 1. Get your license key

Gameware Navigation is protected by a license key. The key is required to initialize Gameware Navigation for use in your game, level editor, or both. The key is also required for launching the standalone Navigation Lab tool.

If you have not received a license key, request one from Autodesk® Support through the Gameware support portal. You need to set up the license key to begin working with the examples and data generation tools included in the package.

For details, see Licensing.

Step 2. Install all the required packages

The Gameware support portal offers a different package for each platform supported by Gameware Navigation. You need to install a Windows base package and one or more additional packages for each platform. For details, see Installing Navigation.

Step 3. Read the Overview documentation

The Overview section introduces the concepts and workflows involved in using the Gameware Navigation API. You might find this section helpful in understanding what Gameware Navigation is, what it does, and how to get ready to integrate it into the workflow of your development team.

Step 4. Try out the Navigation Lab

The Navigation Lab is a very important tool when developing a game with Gameware Navigation.

  1.  You can browse and play with a set of samples that demonstrate some of the key features of the SDK.
  2.   You can generate and test NavData for your own terrains.
  3.  You can connect it to a running instance of your game and visually debug the way Gameware Navigation is operating inside your engine in real time.


For a quick introduction, see Getting Started with the Navigation Lab.

For detailed help on the interface, the queries you can run against your NavData, and other information, see The Navigation Lab.

Step 5. Integrate Gameware Navigation into your own game

When you are ready to integrate Gameware Navigation into your game, but before you begin, follow the Integrating Navigation into your Game Engine chapter. The sections in the Integration chapter are an in-depth tutorial that takes you through the main steps involved in integrating Gameware Navigation into your runtime game and level editor. While you might need to adapt the process for your own project, after you are through this section, you must be able to use Gameware Navigation to manage character movement within your game.

Features

One-Key Shortcuts:

Below, you'll find an abbreviated list of common commands that can be used on AutoCAD Gameware.

Q QSAVE / Saves the current drawing.
A ARC / Creates an arc.
Z ZOOM / Increases or decreases the magnification of the view in the current viewport.
W WBLOCK / Writes objects or a block to a new drawing file.
S STRETCH / Stretches objects crossed by a selection window or polygon.
X EXPLODE / Breaks a compound object into its component objects.
E ERASE / Removes objects from a drawing.
D DIMSTYLE / Creates and modifies dimension styles.
C CIRCLE / Creates a circle.
R REDRAW / Refreshes the display in the current viewport.
F FILLET / Rounds and fillets the edges of objects.
V VIEW / Saves and restores named views, camera views, layout views, and preset views.
T MTEXT / Creates a multiline text object.
G GROUP / Creates and manages saved sets of objects called groups.
B BLOCK / Creates a block definition from selected objects.
H HATCH / Fills an enclosed area or selected objects with a hatch pattern, solid fill, or gradient fill.
J JOIN / Joins similar objects to form a single, unbroken object.
M MOVE / Moves objects a specified distance in a specified direction.
I INSERT / Inserts a block or drawing into the current drawing.
O OFFSET / Creates concentric circles, parallel lines, and parallel curves.
L LINE / Creates straight line segments.
P PAN / Adds a parameter with grips to a dynamic block definition.

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