2013 Releases

New in Scaleform 4.1

Optimized for mobiles

The new mobile-ready player, flexible input support and tutorials make the latest release an ideal solution for developing mobile game UI as well as complete 2D games and apps.

Unity 3.5 Integration

Scaleform 4.1 is now available for use with the award winning Unity 3 engine. This allows developers to leverage AAA quality UI for Unity titles.

Support for Microsoft Windows 8 Metro

Scaleform 4.1 fully supports the new Microsoft® Windows® 8 Metro platform which provides an excellent touch-based interface to tablets and PCs.

Additional ActionScript Support: BitmapData, XML and Regular Expressions

Scaleform 4.1 now supports the use of ActionScript BitmapData, allowing developers to cache movie clips to bitmaps and then work with the pixels of the resulting Bitmap object. With BitmapData, you can create complex images without the overhead of constantly redrawing the content from vectors. Scaleform 4.1 also rounds out its Action Script 3 compatibility by adding support for AS3 XML and regular expressions.

GFxExport UI

Scaleform 4.1 provides a user-friendly front end client for Scaleform middleware’s export/cooking tool, with graphical preview of assets. The new Scaleform Exporter tool provides easy to use access to the various export options offered by the GFxExport command line tool and allows users to save their preferences under different profiles.

Scaleform Workflow

Updated ActionScript Profiling Tool, AMP

The Analyzer for Memory and Performance, AMP, is a tool that shows detailed CPU, rendering, and memory stats so developers can fine-tune their Flash applications. The latest version, AMP 2.0, provides an easier to use UI as well as improved GPU profiling capabilities.

Tools to help reduce learning curve

Scaleform 4.1 has sample game demo files for a mobile game. These example demo files help developers more quickly learn how games can be created on mobile devices using Scaleform 4.1. This helps them begin their own mobile game development faster than a from-scratch, trial-and-error approach.

New in Beast 2013

Live Scene Authoring

New in Beast 2013, Beast enables artists to send scene modifications to Beast immediately to have the global illumination solution updated. This enables artists to edit scene geometry, lights and their parameters and baking properties, and see the changed results interactively.

Improved Unreal Engine Integration

The new live scene authoring features in Beast 2013 are integrated into the Beast Unreal Engine integration, enabling artists to move level geometry in addition to lights, and get interactive previews in the viewport. This offers a more efficient workflow for artists to light scenes.

Scaleform Workflow

Minimal configuration global illumination

Beast now includes a global illumination mode for providing quick and simple lighting setups. Artists only need to set the bounce depth to control look and the number of rays to control quality. This mode helps artists get to high quality lighting without delving into configuration.

New in Kynapse 2013

Dynamic Path Data

New in Kynapse 2013 is dynamic updating of pathdata based on aggregates of dynamic objects in a level, resulting in higher realism as characters are able to navigate around changing environmental conditions. Local pathfinding, the previous method that Kynapse utilized to provide similar functionality, has been deprecated in favor of this new mode of dynamic pathfinding.

More Bots, More Life

Numerous memory optimizations have been made specifically to reduce the memory footprint of AI bots, allowing more AI bots in a game level. These enhancements have been made to cater to games that require large numbers of non-playing characters in levels, for example, role playing games.

Automatic Path Smoothing

When finding a path in a game level, Kynapse now provides a smoothed path by default. This enables higher realism with characters as it enables animation systems to better anticipate motions and produce more naturally moving characters.

New in HumanIK 2013

More realistic spine and shoulder animation

HumanIK 2013 improves the overall quality of its spine solving techniques with a new parameter to control spine curvature. An improved shoulder solver also enables more natural looking shoulder animations, improving the quality of character animation in the game.

Easier access to high performance IK solving on simple joints

In HumanIK 2013, its high performance 2 bone IK solver is made simpler to access, giving developers an easier way to achieve high performance animation solving.

Scaleform Workflow

Debug HumanIK characters in MotionBuilder

For diagnosing problematic character animation with HumanIK, users can now load the character in Autodesk® MotionBuilder® 2012 software using the improved HumanIK plugin to pinpoint issues.

New in Cognition 2013

Visual programming

Gameware Cognition uses a visual representation of AI behavior based on the paradigm of behavior trees. This node-based graph provides a common representation of AI behavior that can be understood by stakeholders involved in the game AI creation process. The tree structure also scales linearly, providing an elegant solution to creating complex AI behavior.

Code Management and Testing

The formal structure of nodes and trees helps makes sure that code is organized. Code can be reused and modifications are constrained to their respective behavior. Additionally, unit and code coverage tests are straightforward to setup and run.

Mix scripting and C++

Gameware Cognition is able to mix and match nodes created in C++ or script in the same behavior tree. This flexibility enables AI programmers and designers to work with certain familiar development tools and enables quick hacks to game behavior AI in a controlled manner.

Comprehensive AI debugging tools

Gameware Cognition provides debugging tools for finding and tracing issues with game AI behavior. Using the AI Console which connects to a remote instance of the game, designers and QA's can visually debug each character’s behavior tree, saving out snapshots or entire AI logs to attach to bug reports. Additionally, simulations can be paused and stepped forward to control timing. Breakpoints can be set at any point in the tree to break program execution. These comprehensive debugging tools help game creators save time and reduce frustration when debugging complex AI.

Scaleform Workflow

High performance architecture

The Gameware Cognition architecture separates perception and thinking processes, enabling optimization and cost sharing of perception for multiple characters. The behavior tree is analyzed at runtime to determine which perception systems are required and only activates the required systems, resulting in faster runtime performance and memory efficiency.

New in Population 2013

Create vibrant, living worlds filled with characters

Gameware Population enables the creation of large numbers of secondary characters ("extras") in games. These digital extras cost less to implement both labor-wise and computationally than standard game characters and can be directed as groups by level designers. By using digital extras, game creators can create vibrant, living worlds filled with characters more quickly and easily.

Build with Unreal Engine 3

Gameware Population is intended to be used with Unreal Engine 3. Level setup tools are integrated into the Unreal Editor so that designers familiar with Unreal Editor can rapidly create more vibrant and realistic environments filled with characters without a steep learning curve.

Direct characters by drawing

Gameware Population features a movement system called Flows, which define the navigable space for the digital extras. Using Flows, designers can quickly and precisely lay out the areas where extras are allowed to move in a level.

Action stations provide a richer visual experience

Action stations are objects that characters can interact with while moving along a flow network. Examples are: a bench that characters can sit on, a shop front where characters can browse goods, and a fountain where characters can get a drink. These action stations add variety and give players the impression of a living world.

Scaleform Workflow

Context-specific avoidance

Using content-specific avoidance, digital extras can make seemingly intelligent avoidance decisions based on where they are on a flow network. These reactions prevent characters from getting stuck and result in more believable behavior.

In-game visual debugging system

Save time and reduce frustration with in-game debugging tools. Gameware Population enables designers to quickly identify and diagnose AI issues while playing the game.

Pre-built extras

Gameware Population has pre-built extras that can be inserted into a game level for prototyping. This enables level designers to setup levels before internal art assets are created.