Maria Renard’s lair

Who would dare to stand for justice?

DXRM Engine

Squeeze Bomb Game Engine

A game engine is the core software component of a computer, video game or other interactive application with real-time graphics. It provides the underlying technologies, simplifies development, and often enables the game to run on multiple platforms such as game consoles and desktop operating systems such as Linux, Mac OS X, and Microsoft Windows. The core functionality typically provided by a game engine includes a rendering engine for 2D and/or 3D graphics, a physics engine or collision detection, sound, scripting, animation, artificial intelligence, networking, and a scene graph.

An application programming interface (API) is a source code interface used to communicate with the hardware of a computer machine, like the PlayStation or the Nintendo DS. An API support requests for services to be made of it by a computer program, such as a game or a visual application.

The Squeeze Bomb Game Engine is a PlayStation specific API used for Dracula X: Opera of the Red Moon. NO!Maki engineering team has been developing this game engine since the beginning of 2005.

Game Engine Features

  • Basilar collision implementation for rectangular tiles;
  • Sound core taking full advantage of SPU streams and their special characteristics, such as frequency manipulation in real time;
  • A new and more efficient sound format, called RMS (Red Moon Sound-source), to replace VAB and VB+VH files;
  • A new file system library that overcomes all the problems with Sony’s CD library, such as size limitations for directory records.

Necessary Game Engine Implementations

The following issues are still necessary for us to develop and implement.

  • Update the data library with more music and sound effects;
  • Finish the graphics for the first area, the cave of trials;
  • Implementing asynchronous reads for loading graphics and other data during exploration;
  • Implementing an AI scripting system;
  • Implementing an event scripting system for handling dialogue scenes and other cinematics;
  • Implementing diagonal tiles and moving platforms.

One Response to “DXRM Engine”

  1. Greg said

    Hey Man,
    Found your site via a series of links, interested in your psx work, and experience with psyq.. ive been doing some yaroze stuff, but relatively new to it all, just wondering if you have any source you can release to help newbies :)

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