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AIR Engine - Multiplayer Pascal Gaming Engine

 
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Dave Kerr
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PostPosted: Thu Feb 01, 2007 11:20 pm    Post subject: AIR Engine - Multiplayer Pascal Gaming Engine Reply with quote



Hello !

We've built a multiplayer engine that uses Pascal,
it is quite advanced and complete, that
is now available to buy.

http://www.artificial-reality-engine.net

For the brilliant people here, we're offering a 40% discount:
Coupon: AIR Engine Early Adopter Bonus
Code: AIR-6JGR-EAR
Good until: Feb 11 2007


What is AIR?
AIR is an engine designed for 3D interactive environments. It is not meant
to compete with major gaming engines, or provide the latest graphics
technology. It is meant as a framework to build your own graphical
environments, so that your project looks and behaves uniquely. Many
components are provided to get you up and running.

What kind of development environment is AIR?
AIR is built in Object Oriented Pascal, and integrates many OpenSource
components. The use of OOP makes AIR very easy to read, understand, maintain
and manage. This gives AIR an advantage of being able to be utilized for
rapid development by very small teams or even individuals. Environment
support for Delphi with FreePascal support coming soon. Currently runs on
Windows, with upcoming support for Mac and Linux.


Highlights of the AIR Engine:
* Customizable Engine
* Object Manager
* Control
* Attributes
* World Editor
* Physics Manager
* Link Manager
* Console
* Scripts
* Delegation
* Server
* Client
* List
* Pathfinding
* Sound System
* World Saving and Loading
* Keyboard and Mouse Interface
* Flexible Camera System
* Windowed and Fullscreen Support
* Networked Users
* Utilities
* Premade Forms
* Dynamic Object Editing
* Advanced FPS Character Controller
* Smooth Threaded Camera Even when Engine Slows down
* Multi Monitor Support
* Pause/Unpause - Editor works while paused
* Screenshots
* Keyboard and Mouse Customization Files
* Detacheable Console with Text File Logging
* Generic Runtime Classes
* Alternate Object "Universe"
* Game Mode, Developer Access flags
* Compile-time flags
* Unique Handles for every kind of object
* Hideable for minimal CPU usage (less than 1%)

Physics

* Complete Integration with Newton
* Does not modify Newton
* Instant Terrain Physics and Trees
* Support for all Newton Shapes
* Easily combine Objects together via Links+Joints
* Networked

Graphics

* Complete Integration with GLScene
* Does not modify GLScene
* Camera System with Four Modes
* Proxy and ProxyAddOn
* Actor and ActorAddOn
* Particles
* SkyBox
* Networked

Network Support

* Complete Integration with Indy
* Does not modify Indy
* TCP and UDP Threaded Servers
* Great LAN Support
* Internet Support
* List Server
* Client Control of Any Object
* Chat
* Password protection
* Admin rights for clients
* Collaborative world editing via Editors
* Object dynamic attributes are networked
* Links
* Object Existence Verification
* Predictable Objects
* Synced Creation/Deletion/Change of Objects
* User, NetTeam, NetGame
* Integrated Networked Dynamic Attributes
* Client can Request Object/Link Resync
* Remote Command Execution
* Bump/Flinch
* Users can Join/Leave Groups/Teams
* Reroute to TCP if UDP not available

....and much more!


cheers,
Dave
www.naturally-intelligent.com
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