Our gaming engine, dubbed Nemesys, is being constantly rewritten and upgraded to guarantee state-of-the-art technology. With our new N3 technology, we finished our multi-platform rendering system, and improved the toolchain, for raid content development and fast prototyping. Middleware Our ultimate objective is to create and maintain a state-of-the-art, modular, script-driven, general purpose game engine. The engine’s modularity offers the freedom of using various operating systems, both OpenGL and DirectX render, as well as multiple physics engines and hardware dependent streaming systems.
The heart and soul of the engine is tailor-made script language, which has been designed to use the C language, thus making it fully compatible with the engine’s native code. With the help of the powerful script system it is possible to control the advanced render engine, physics, sound and network modules.
Render
The advanced render engine uses a self-developed scheduling system, designed to keep the delicate balance between the dynamically streamed geometry, the Level-of-Detailed texture system, and the HLSL-based shader system.
Together with the seamless loading system and the precompiled hierarchical level system, it is possible to render large, extremely detailed areas, while continuously ensuring stable frame rate. The scheduler also ensures maximal utilization of graphical hardware and balance between the CPU(s) and GPU(s) performance.
The coding of the Nemesys3 Engine was launched one years ago. Before that the company’s core developer team successfully completed a two-game development assignment, and released 2 games with the Nemesys2 Engine. Before the start of the coding process, the team conducted thorough research of state-of-the-art engine-building methods, and drafted the project in line with the principles of careful engineering. In a bid to create an ideal development environment for the Nemesys2 Engine, the project’s investor expanded the core development team by talented programmers and computer experts.
Nemesys Engine V.3
The development of the new Nemesys engine (N3) started 2007 after the latest version reached stable phase, and the first game using the N2 engine started to finalize. The reason of the refactoring of the base system was the progressing need of a more scalable, easily extendable render engine.
The Flow
Flow is a computerized project management aiding system used across our company. We keep track of all of our project details in Flow. Since it is an in-house developed tool, we can easily extend it, to support Version Control Branching, custom build system management, request tracking and issue tracking.