middleware

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  • Jungo and RealVNC partner up, aim to marry phones and infotainment systems

    by 
    Darren Murph
    Darren Murph
    01.08.2011

    Quietly, in-car infotainment systems have progressed greatly here at CES 2011. What started a few years back with the integration of SYNC into Ford vehicles has blossomed into an industry-wide obsession, and now two of the biggest names that work behind the scenes are joining up to better integrate mobiles (and applications) with vehicle entertainment systems. Jungo and RealVNC's newfound bond has resulted in a CEA-approved solution to make that kind of magic happen, and it's one that just so happens to support Terminal Mode. The combined Automotive Connectivity middleware will enable a car's head unit to automatically detect, access and control mobile devices in the vehicle and display their content on the screen in the dashboard. The design combines VNC (remote access and control) technology from RealVNC with Jungo's tech, featuring device connectivity, media and network management, USB and Bluetooth protocol stacks. Hard to say when automakers will grab hold of this stuff and start offering it from the factory, but if we know anything about progress in the automotive industry, we'd say we're still a year or so out.

  • Ubisoft brings online middleware dev Quazal into its brotherhood

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    11.04.2010

    On a bit of a spending spree this week, Ubisoft today added Montreal-based Quazal Technologies to the family. Creator of multiplayer middleware and services, Quazal has worked with Ubisoft for a number of years, and its products power components in a range of the publisher's titles, including this month's Assassin's Creed: Brotherhood, the last three Splinter Cell games and Far Cry 2. "We're happy to be able to continue to express our creative vision via the projects we'll be working on with Ubisoft," Quazal co-founder Martin Lavoie said in a press announcement. Ubisoft has plenty to be happy about, too. While no representative stood up and said as much, executives were no doubt preparing to bathe in a fresh pool of licensing loot. Quazel tech is all up in plenty of other companies' games, after all.

  • Apple to face antitrust inquiry over iPhone coding restrictions?

    by 
    Nilay Patel
    Nilay Patel
    05.03.2010

    Apple's decision to block third-party toolkits and middleware -- particularly Flash -- from being used to develop iPhone and iPad apps has certainly prompted a fair amount of debate around the web, and now it sounds like Steve and the gang might face some even harsher scrutiny: a single-sourced piece in the New York Post reports that the Federal Trade Commission and the Department of Justice are currently tussling over which agency should be tasked with a potential antitrust inquiry into the matter. That would certainly make some noise in the industry, but it doesn't mean much for those of us here in reality quite yet: assuming the report is true, an inquiry would still just be the very first step -- whichever agency is ultimately put in charge would then have to launch a formal investigation and then finally file and win a lawsuit for any changes to occur. That's a timeframe measured in months, if not years. All that said, we can see why the feds are interested: Apple's slowly moving into an ever-more dominant position in the mobile market, and forcing developers to make a hard choice about which platforms to target certainly puts the squeeze on competitors. We'll be following this one closely -- stay tuned.

  • PlayStation Move requires 1-2 MB of system memory

    by 
    Andrew Yoon
    Andrew Yoon
    03.11.2010

    Sony's GDC panel "Introducing the PlayStation Motion Controller was exactly that: An introduction to the newly named Move peripheral. David Coombes, Kirk Bender and Anton Mikhailov showcased a number of impressive tech demos, many of which demonstrated the Move's incredible precision and low latency. One of the most impressive demos showcased full body tracking using an on-screen body puppet, not unlike one of Project Natal's tech demos. Body tracking is made possible by combining the Move and PS3's head tracking capability. According to the presentation, the PS3 can also detect faces, going so far as to identify individuals through face contour and feature detection. The software will be able to recognize gender, age, smiles and when eyes open and close. Coombes explained that all the calculations necessary to handle image processing are done by the Cell CPU, which apparently excels at the doing floating point calculations. The raw data can be processed incredibly quickly by the PS3, taking "under a frame" to translate to a game experience. And while Mikhailov didn't reveal how much of the CPU's overall power the Move controller requires, he did reveal that the memory demands are truly "insignificant" -- 1-2 MB of system memory.

  • Sony's free PhyreEngine expands to PSP

    by 
    Andrew Yoon
    Andrew Yoon
    03.09.2010

    In what's becoming a GDC tradition, Sony today announced an update concerning the PhyreEngine, a free, cross-platform middleware tool offered to developers interested in creating PS3 games. First introduced in 2008, the PhyreEngine has since been utilized in games like Critter Crunch, Shatter and Flower. Today, SCEA has announced the expansion of PhyreEngine compatibility to the PSP. "We're very happy to see the continued popularity of PhyreEngine with the global game developer community," SCEI senior VP of technology Teiji Yutaka said. "PhyreEngine for PSP was developed in response to requests from the game developer community, and we hope that the release of the PSP version demonstrates our commitment and support for game developers on all our platforms." The engine will be demoed at GDC this week. The PS3 version of PhyreEngine has been praised by studios like Capybara and Sidhe. Perhaps the PSP iteration will be met with an equal amount of enthusiasm and help bolster the portable development community.

  • PSP load times cut in half with File Majik Pro software

    by 
    Andrew Yoon
    Andrew Yoon
    03.01.2010

    Perhaps the most significant complaint against early PSP games was about lengthy load times. Modern PSP games have largely alleviated this problem, sometimes with the help of a middleware solution from CRI called "File Majik Pro." If that sounds familiar, its because the same tech was made available for PS3 developers two years ago. The tech allows developers to better compress files, and rearranges data in the most efficient way possible. It also offers the ability to install data onto the Memory Stick, for quicker loads on UMD-based games. Already, major PSP games have taken advantage of the tech, including Persona 3 Portable, Soulcalibur: Broken Destiny, and Valkyria Chronicles 2. So, how will players be able to identify PSP games that take advantage of this technology? One way is to look for the "Criware" logo on the box. It's likely you've seen their logo load before a game -- and now you know what they do. [Via Siliconera]

  • Square Enix explains The Last Remnant's technical shortcomings

    by 
    Andrew Yoon
    Andrew Yoon
    02.17.2010

    The Last Remnant represented a major experiment for Square Enix. Not only was it one of the company's first Xbox 360 games, it utilized the Unreal Engine, a first for the Japanese publisher. Unfortunately, the experiment wasn't quite successful, with critics calling it "a technical mess." Thankfully, the company isn't simply ignoring its mistakes, with Square Enix's new chief technology officer explaining how the misuse of the Unreal Engine led to such disappointing results. "One of the traps with middleware (like Unreal) is that some game teams believe that, because they got this middleware, maybe they need less programmers on their team, or maybe they don't need that many skilled programmers," Julien Merceron told Gamasutra. By relying too much on middleware, teams face precarious situations when issues arise that can't be solved internally. "You don't have anyone that is able to solve the problem on your team," Merceron explained. In the case of The Last Remnant, the "problem" happened to be a wildly inconsistent framerate. Merceron isn't advising against using middleware, noting "it won't be possible anymore to work without middleware because of time, talent, and cost reasons." Hopefully, under the new guidance of Merceron, Square Enix won't repeat the same mistakes it made with The Last Remnant.

  • Havok announces discount program for indie devs

    by 
    Griffin McElroy
    Griffin McElroy
    12.07.2009

    Havok, developer and distributor of the powerful middleware engine of the same name, recently announced a new, altruistic initiative that should fill indie devs with gallons of holiday cheer. The aptly named Independent Developer Program offers the engine's entire software suite (Havok Physics, Havok AI, Havok Cloth, etc.) to developers at a "flexible and affordable" rate. Rather than licensing the tools directly, these developers sign up for an annual agreement with Havok, which allows them to prototype the tools, picking and choosing which ones they want to leverage for the creation of their latest opus. The recently downsized Krome Studios is the first outfit to benefit from the program. We really hope Sony Santa Monica is the next team to utilize the software, if only so we can make the following joke: "Sony tried Havok, and let slip the God of War." We're not certain it qualifies as "independent," unfortunately. Shucks.

  • Ready at Dawn's game engine to 'support all console systems'

    by 
    Randy Nelson
    Randy Nelson
    10.13.2009

    Yesterday's announcement that Daxter, God of War: Chains of Olympus and Wii Okami developer Ready at Dawn would be releasing its own game engine was missing something. Specifically: Mention of Nintendo Wii as a supported platform. We found the omission a little odd, considering the studio has done Wii development, so we contacted RAD president Didier Malenfant to find out more."We plan on our newly announced platform to support all console systems," Malenfant told us. OK, that was easy. When asked about the fresh job posting on his company's site seeking "a few additions to our engine team in order to add support for an unannounced console platform," though, he remarked that his previous statement was "about all I can say for now," but that "we will have more engine news soon." We're sure it will be ... rad.

  • Ready at Dawn releasing self-titled middleware engine

    by 
    Griffin McElroy
    Griffin McElroy
    10.12.2009

    Fact: Ready at Dawn has never made a bad game. Sure, the company's repertoire, which includes Daxter and God of War: Chains of Olympus for PSP and Okami for Wii, is limited. Still, look at those games. Not exactly the worst developer to take a cue from, right? Soon, developers large and small will be able to do just that when Ready at Dawn releases its own game development platform for the Xbox 360, PS3 and PSP, appropriately titled the Ready at Dawn Engine. (How delightfully narcissistic!) The new engine will attempt to set itself apart from competing middleware services by offering a one-stop shop for cross-platform game development, merging its "proprietary code-base with the top providers of 3D content editing, audio, user interface and asset management systems." We suggest checking out Gamasutra's recent interview with Dawn co-founder Didier Malenfant to learn about the brazenness required to inspire a company, with three games under its belt, to make its own game-crafting engine.

  • Funcom and Stray Bullet license Allegorithmic's Substance Air platform for their MMOs

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.16.2009

    Two developers have simultaneously turned to a brand new texturing solution for their future MMOs, according to Gamasutra. Both Funcom and Stray Bullet have licensed Allegorithmic's "Substance Air" middleware package, a new set of programs that lets developers keep high resolution textures as extremely small files and even let users modify textures for in-game customization options.Funcom is almost a given for which game this would apply to, as The Secret World is the only game currently on their radar. Stray Bullet, best known as the creators of Shadowbane, is a bit trickier when it comes to saying how it will impact on their new MMO offering.Simply known as the "future fantasy MMO," Stray Bullet has also licensed Simutronics's HeroEngine, the same engine that's currently powering Star Wars: The Old Republic. What they're up to is anyone's guess, but the presence of the extremely versatile HeroEngine and the addition of Substance Air could be pointing to a nice level of user-customization and/or "on-the-fly" developing coming with their latest unannounced fantasy offering.

  • Dreamer trying to draw Java developers to its BIDDLE API

    by 
    Steven Kim
    Steven Kim
    05.21.2009

    So far, BD-Live seems like an answer to a question no one particularly cares about, but we're still holding out hope that the technology will be put to good use by someone. The devil's in the details (read - please make it pleasant to use), but putting Profile 2.0 into service as a streaming service like Videocity is promising sounds like a step in the right direction. Lest we forget Dreamer's efforts along the same lines, the company is showing off its Java-based BIDDLE API to developers in hopes of gaining some traction for "BluTube" type of applications. Yeah, we need another way of accessing YouTube about as much as we need more dust bunnies behind the TV, but we see way more potential on this front than, say, Yakuza Fighter redux. With wireless networking, more codecs and increased persistent storage showing up in Blu-ray decks, APIs like BIDDLE just might make the line between STBs and Blu-ray players really blurry -- and if it means we can eBay away some of those STBs, we're all for it.

  • TimeShift dev taps Havok for 'several' upcoming games

    by 
    Jason Dobson
    Jason Dobson
    04.29.2009

    Developer Saber Interactive has been keeping to itself since its time-bending shooter, TimeShift, first bored critics in 2007. Employees have been spending their hours competing in weekly dance-offs doing the Time Warp, a heated competition that'll likely be put on hold now that the company has a new game to work on. Make that games -- plural -- as middleware firm Havok announced that its Havok Destruction tech is now in the hands of the company for use in "several" upcoming games.While no games have been announced, Saber Interactive teases that Havok Destruction will help bring "a new scale and complexity to the fully destructible city" in its next title, including the ability to punch holes through walls. In addition, the developer notes that the software allowed it to realize "large-scale destruction sequences" and reduce costs, with the outfit's budget for interactive assets dropping by 40 percent or more as a result of the Havok license. Exploding barrels, is there anything you can't do?

  • TiVo's Cable Show '09 presence reveals online scheduling, plans to expand distribution

    by 
    Richard Lawler
    Richard Lawler
    04.03.2009

    We didn't make it down to D.C. for Cable Show '09 and most likely neither did you, but luckily Dave Zatz was on the scene and has grabbed a few snaps of the TiVo booth. Most notable for what wasn't there -- any new hardware, tru2way or otherwise -- there was a demo of upcoming online scheduling capabilities for the Comcast TiVo via Fancast.com. No word when we can expect them to be available, but while you chew on that info and pore over the other booth pics beyond the read link, Multichannel News brings word that other cable subs may be close to reaping the benefits of that investment as the company is ready and hoping to bring its software to set-top boxes beyond those from Comcast, Cox & DirecTV.Read - TiVo at The Cable ShowRead - DVR Maker Pitches Hardware-Portable Set-Top Software

  • GDC09: Havok gets smart, announces Havok AI

    by 
    Jason Dobson
    Jason Dobson
    03.24.2009

    Havok is exploding like a red barrel into the world of artificial intelligence. With ragdoll grace, the middleware company announced its new Havok AI SDK during GDC 2009, promising "unique solutions" to various AI pathfinding issues faced by today's game developers. Like the folks at 1UP, we're not exactly sure what this means for gamers, though the new software is supposed to be fully compatible with Havok's other products and tools, such as Havok Physics. Perhaps now enemy patrols will get the good sense not to seek shelter behind things that go kablooey when bullets begin to fly.[Thanks David B.]

  • Quazal inks middleware deal with Ubisoft, Petz deathmatch now possible

    by 
    Ben Gilbert
    Ben Gilbert
    03.22.2009

    Have you ever heard of Quazal? You know, the "leading supplier of multiplayer middleware solutions for the entertainment industry," known most recently for working with Atari on the upcoming Ghostbusters game and likely better known for their work with Harmonix on the Rock Band franchise? Oh you have? Good! So you might already know that the company has just signed a deal with Ubisoft for use of its Rendez-Vous, Net-Z and Spark! middleware products, promising also to provide long-term consulting and support. You didn't know that? Yeah, neither did we.But in a press release issued by Quazal, we found out all about the contract inked this past week to deliver "cutting-edge multiplayer experiences" by licensing the middleware to Ubisoft. Christine Burgess-Quémard, executive director of worldwide studios at Ubisoft notes in the release, "By securing this Enterprise deal, Ubisoft is positioning itself to be at the forefront of the next generation of online enabled titles." Though we'd like to point out that the "next-gen" started in 2005, we'll go right ahead and assume she means the real next-gen coming in 2012. 'Til then, we'll have to hold fast hope that the perpetually deathmatch-less Petz franchise receives the long overdue multiplayer mode we've been waiting for.[Via GamesIndustry.biz]

  • Nvidia provides free physics tools for PS3 developers

    by 
    Majed Athab
    Majed Athab
    03.17.2009

    Sony Computer Entertainment Inc and Nvidia have inked a deal to bring PhysX SDKs to registered PS3 developers free of charge. The partnership gives PS3 devs the binary version of the PhysX kit, which includes a full-featured application programming interface and physics engine.And just like fellow middleware Havok, Nvidia PhysX is also free for PC developers. Most games developed with PhysX have been PC titles (Empire Earth III), but PS3 support seems to be growing. In the past, PhysX was used in 2006's Mobile Suit Gundam: Crossfire. Not the best game out there, but future titles that will harness PhysX in some way, such as the upcoming PS3-exclusive Heavy Rain, show much more promise.

  • NVIDIA licenses PhysX technology for Sony's PlayStation 3

    by 
    Darren Murph
    Darren Murph
    03.17.2009

    After being on the tip of gamers' tongues last summer, NVIDIA's PhysX technology has cooled a bit in terms of sheer popularity. That said, we've no doubt that the buzz will be back in force after this one clears the airwaves. NVIDIA has just announced that it has nailed down a tools and middleware license agreement for Sony's PlayStation 3, effectively bringing the aforesaid physics tech to what's arguably the most potent game console on the market today. As a result of the deal, a PhysX software development kit (SDK) is now available to registered PS3 developers as a free download for use on the SCEI Developer Network. What exactly this means for future PS3 games remains to be seen, but one's things for sure: it's only up from here.

  • Terminal Reality ain't afraid of licensing no middleware

    by 
    David Hinkle
    David Hinkle
    02.18.2009

    The developers behind the upcoming PS3 and Xbox 360 versions of Ghostbusters: The Video Game have informed us that the engine driving the game, the Infernal Engine, is open for third-party licensing. In fact, Terminal Reality will be meeting behind closed doors to discuss licensing its tech with several folks at the DICE Conference, which is going on right now in Red Rock, Nevada.Terminal Reality says its engine is compatible with all next-gen platforms, including PC, and can take "full advantage of next generation hardware while scaling easily to all systems." It features "an advanced physics solution, powerful particle system, and rendering features that provide ultra-realistic environments and characters." In layman's terms, the Infernal Engine can make stuff.The image above was crafted using the engine, and will serve as one of the items Terminal Reality uses to market its middleware product. So, developers, if you're looking for something that can help you create dudes with glowing eyes, old rifles, and a taste for tacky jewelry, who you gonna call?

  • Wii pair getting Vicious, Engine that is

    by 
    Jason Dobson
    Jason Dobson
    02.11.2009

    Smack Down Productions is doing its part to fill bargain bins with punny titles like Build-A-Bear: A Friend Fur All Seasons and Koh Lanta, a party game based on the French flavor of Survivor. Now the French developer is working on a pair of unspecified titles for the Wii, each based on "high-profile licenses" and built using Vicious Cycle's self-titled Vicious Engine. High-profile or not, middleware doesn't make the game. No other details on either project are known, though with titles like disturbingly-named Fatal Furries to the developer's credit we can hardly wait to see what Smack Down has in store. Hardly.