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QSDK 1.1 Documentation |
Welcome to the QSDK, comprising the Q engine, tools and documentation, a development solution for games and other high performance 3D interactive applications on Sony PlayStation 2, Microsoft Xbox, Linux and Microsoft Windows.
The QSDK's design strengths include:
Alongside the rich feature set and tool chain comes a highly flexible business model that enables application developers to get started and even ship on PC at no cost.
Qube's core team has a strong track record in developing cutting edge middleware. Qube and third party companies have shipped products using the QSDK. So you can trust the capabilities of our engine, and our commitment to perfecting it.
The integrated background loading of the QSDK makes it easy to load objects while maintaining framerate in just a few lines of code.
But the QSDK goes much further: the API and tools have been designed to facilitate the creation of streaming content. Worlds can be partially loaded, with only the essential information held in memory. Loading screens are a thing of the past, allowing arbitrarily large worlds with rich content.
With the QSDK, the gating factor on world size becomes one of authoring facility rather than memory constraints.
QStudio, the QSDK's WYSIWYG authoring tool, complements the runtime capabilities with a set of content validation and mastering tools that enable a level to be tuned for streaming performance and then mastered to produce a file optimized for streaming.
The QSDK supports full Phong lighting with specular mapping on all platforms. Phong lighting on its own can give an overly plastic feel to scenes, but when accompanied with specular mapping the range of achievable material effects is vastly broadened. We have particularly concentrated on achieving this high quality lighting at competitive performance on PS2.
The resulting lighting quality is generally higher than that seen in any but the most graphically polished products.
The real-time Phong lighting is combined with full screen anti-aliasing on all consoles to give a feel of reality to the graphics more convincing than that of solely pre-lit scenes. Pre-lit vertex colors can be used in conjunction with the real-time lighting to allow total flexibility and control of the scene illumination.
QStudio provides real-time WYSIWYG editing tools for lighting and shader properties, to maximize a scene's visual quality.
The QSDK provides a number of aids to productivity:
The QSDK comes with a highly competitive business model. Users may develop and ship products on Windows and Linux PCs free of charge. Commercial level support is available for the PC version. The console versions of the QSDK are only available with a support contract. See the QDN website for further details.
The QSDK has many strong points in streaming, visual quality and productivity, but it is not suitable for all projects. In particular, there is currently no public low level graphics API; this will be added in a future release of the QSDK. For many projects, it should not be a problem, as the graphical standards achievable with the current API exceed those seen in most current titles; but it is not currently possible to add further cutting edge graphical effects which require low level graphics access.
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