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Fork
Particle 1.0 Released
Fork Particle launches Fork Particle 1.0
Pleasanton, California - July 15, 2005
– Fork Particle, a leading middleware developer of
particle-system effects software and SDK, announced the official launch of Fork
Particle Studio and Fork Particle PC-Runtime release 1.0. The beta evaluation
version of the middleware generated excitement at the Game Developers
Conference in San Francisco this March. The current major release incorporates
wide-ranging customer feedback from a lengthy beta trial process, registering
an improved user interface whilst also introducing various new capabilities.
The cross-platform middleware particle system pipeline technology has already
been used by Electronic Arts—one of the global leaders in the gaming
industry—to enhance the quality of special effects in their title ‘Urbz: Sims
in the City.”
Fork Particle 1.0 invites game developers to enter a particle-system authoring
studio—with user-friendly controls and real-time feedback—to create, test and
fine-tune cutting edge special effects and incorporate them into their games
with minimum fuss. All features of the product carefully target game
development: the particle engine allows key-frame animation with curves for
interpolation between frames; flip-book animation for both textures and 3-d
models; randomization of fields; render-state blend modes; and, work flow
enhancements.
The particle systems engine design and architecture is efficient on console and
PC platforms and scalability and access to engine components allows programmers
to add custom functionality with minimum bother. Components of Fork Particle
1.0 that particularly distinguish it are Fork Live Tuner and Fork Runtime. Fork
Live Tuner lets the effects artists or designers tweak and fine-tune their
assets in-game. This reduces iteration time on assets to a minimum: the artist
continues to work in the familiar Fork Particle Studio environment, which
connects directly to the target where the game application is running. Fork
Runtime is an easy to use runtime SDK component, which easily integrates with
internal and 3rd party game engines, and is used in Fork Particle Studio to
ensure that what you see is what you get in the game application. This not only
separates the phases of creation and integration of assets and ensures quality,
but also cuts down significantly on production time.
“At Fork Particle, quality is our key asset. Fork Particle is motivated by the
belief that great special effects take the excitement in a video game to its
peak. Our software empowers game developers to focus on production of high
quality and creative content while saving time and money,” commented Noor
Khawaja, CEO of Fork Particle. With reference to Fork Particle 1.0, he added:
"With this release, our customers can create top quality special effects to
enhance graphics and add life to their game environments. Fork Particle’s
proven expertise in advanced particle system software, along with average
hardware requirement and minimal maintenance cost, makes us the natural choice
for companies looking to maintain the highest standards, whilst increasing
productivity, minimizing risk, and reducing development costs. Fork Particle
1.0 represents the best value for our customers, who are discerning game
developers: they understand that the advanced feature set, ease of use, and
affordability of the product, are hard to match.”
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