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With a focus on supporting a big strategy game with lots of action, Tim
Kipp and Dan Baker of Oxide, both veteran game developers late of
Firaxis Games where they worked on Civilization V, knew their new
Nitrous engine needed to address the complexity and large scope that
comes with sharing entire in-game worlds, not just individual scenes in
a world. According to Tim, their team was small enough and agile
enough to be able to take some risks, and write a game engine with
the ability to scale quickly in a real time strategy sense, but not be
limited to just one particular engine for one particular genre.
With all CPU cores now being able to talk to the graphics card,
DirectX12 allowed Nitrous custom work scheduler to support the
games AI going wide, while the graphics card is no longer sitting idle
waiting for instructions.
Net-net: all cores talking to the graphics card. Thus, they now have the
first asynchronous multi-core real-time AI available in any commercially
available game engine.
The Oxide team also wrote a custom shading language on top of HLSL,
one good for Direct12, but with plans to compile to SPIR-V, and porting
to Vulkan in due time. Nitrous is also tool-chain agnostic a common
enough ideology these days for game engines, mostly meaning game
engines load industry standard format files directly, dont mandate
custom tools, and try to adopt to industry standards as needed. In that
vein, Oxide adopted film industry standard ACES (Academy Color
Encoding Specification) to support state-of-the-art cinema photography
in engine. This means the standardized color space supported in HDR
monitors and found in professional coloration tools will work well in the
Nitrous tool chain.
According to Oxides <insert name>, We think Oxides Nitrous engine
is a pretty big leap for the digital entertainment market. The Nitrous
engine could a formidable new entry into the game middleware
licensing arena. Details on licensing Nitrous can be found by sending
an email to info@oxidegames.com and an Oxide representative will get
back to you shortly, according to their web site.
Many game engines today are built to support FPS games or are
designed for indies and the uninitiated, so its cool to see a licensable
game engine become available for large scale real time strategy
games, as well as any other games that require large scale AI,
extremely high performance rendering and a state of the art tool chain.
Stardock Press Release:
Ashes of the Singularity, will launch on Steam Early Access on Oct
22, 2015 for $39.99 (a 20% discount off its regular price of $49.99).
Built on the incredibly advanced Nitrous Engine, Ashes of the
Singularity is the first 64-bit RTS, the first to use DirectX 12, and
includes the first asynchronous multi-core real-time AI.