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Take a look at screenshots from some of our Work.
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"Visual tools were always highly regarded but easily inaccesible. There is no reason not to change that"
- Extensible - The StemCell Game Engine construction architecture is a proven example of its extensibility. All StemCell modules (Graphics, GUI, Input, Physics, Scripting, Logic, Sound, Database, Networking) are plugins to the core architecture and work seamesly together. This ensures future module additions as well as user defined plugins to work out of the box with the current engine architecture.
- Flexible - The StemCell Game Engine development strategy assures developers of the fact that every major part of the engine is replaceable or enhanceable. Server windowless implementations, intensly user interface extensions, totally new replacing and additional modules are just a few examples of new application types being developed using the StemCell architecture.
- Tool driven - Our CellBuilder all-in-one tool is the only tool you’ll ever need when developing with StemCell. Whether you want to start a new project, check out the resource assets or animations, create scenes, actors or just new object templates, everything is part of the CellBuilder application. We believe the game developers need to focus on creating great games not coding everything by hand each time they start a new development.
Download high-res Video
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"The user experience is the most important goal when developing a game engine"
StemCell Engine is a suite of c++ modules which work together orchestrated by a core architecture library. Most of the technical aproaches we made take into consideration simple software development principles
- Pluggable system – the user should be able to plug in/out modules as they wish. Therefore many instances of the same module can be tested separately in different environaments, multiple configurations can be constructed by combining modules in a meaningful way
- Generic architecture – The core architecture can combine different achitectural constructed modules (mfc, .net, dlls or exes will talk together using basic interfacing principles), modules can be stored in the same library or spread over multiple libraries
- Logical high-level structure – The core architecture defines logical base class modules with support for single and multithreading, eventing, queuing and parent-child relations. Modules can be combined as needed to construct a comprehensive game architecture
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