G-Engine: Difference between revisions
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GK3 needed this new engine and so did Sierra. The G-Engine is a fabulous piece of engineering and allows the game to look remarkable. But the programming end of the project has been focusing on building first the underlying engine (designed by Jim Napier) and now the game interface on top of the engine, which allows the game room programmers (the ones who actually put the scenes and puzzles together) to be able to use high-level functions like "move character" or "play animation x" instead of having to hard code x-y coordinates and other nasty and bug-prone lengthy low-level details for even small actions. | GK3 needed this new engine and so did Sierra. The G-Engine is a fabulous piece of engineering and allows the game to look remarkable. But the programming end of the project has been focusing on building first the underlying engine (designed by Jim Napier) and now the game interface on top of the engine, which allows the game room programmers (the ones who actually put the scenes and puzzles together) to be able to use high-level functions like "move character" or "play animation x" instead of having to hard code x-y coordinates and other nasty and bug-prone lengthy low-level details for even small actions. |
Latest revision as of 18:17, 26 December 2024
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Dates Used: | 1999 - |
---|---|
Company: | Sierra |
Developer(s): | Jim Napier, Scott Bilas |
Type: | 3-D |
Dev Language: | |
Open Source: | Closed |
Source Availability: | No |
License: | Internal |
Platform(s): | Windows |
Website: |
A.K.A.
- Gabriel Knight 3 Engine
Description
Jim Napier and Scott Bilas's G-Engine was developed for Gabriel Knight 3: Blood of the Sacred, Blood of the Damned as Sierra's next generation engine. The 3-D engine added new capabilities for the game's narrative and puzzle making.
GK3 needed this new engine and so did Sierra. The G-Engine is a fabulous piece of engineering and allows the game to look remarkable. But the programming end of the project has been focusing on building first the underlying engine (designed by Jim Napier) and now the game interface on top of the engine, which allows the game room programmers (the ones who actually put the scenes and puzzles together) to be able to use high-level functions like "move character" or "play animation x" instead of having to hard code x-y coordinates and other nasty and bug-prone lengthy low-level details for even small actions.
Design
From the start, the project had some important things going in its favor. Sierra hired an experienced engineer, Jim Napier, who got the game started by developing the G-Engine, a 3D rendering, sound, and animation toolkit that provided the low-level foundation for us to build the game upon. After the engine's completion, Jim unfortunately had to leave the project to start on the fledgling SWAT 3 as its lead. The G-Engine was on the whole a successful part of GK3; it provided a stable base for the game and was easy to use and understand. The team was also able to reuse some of the tools and concepts that SCI had provided, such as the content database and lip-synching tools.
Specifications
Versions
Games using G-Engine
Related software
References
See Also
- Sierra
- Sierra on Wikipedia
- mobycompny:Sierra on MobyGames
- Sierra Developed Releases
- Sierra Published Releases
- Search for G-Engine on Wikipedia
- G-Engine on MobyGames