Autodesk Unveils New Gameware Advancements at GDC
Autodesk Beast 2014 Simulates Near Realistic In-Game Lighting
Autodesk Beast 2014 middleware enables game creators to simulate natural, physically near accurate lighting effects. Using Beast, artists can design and test lighting effects in game environments faster and more efficiently - helping result in more compelling game experiences. It can be integrated into level editors and allows artists to manipulate level lighting interactively by showing a highly accurate final render preview in almost real-time. The newest version of Beast adds physics-based rendering for more natural lighting, has Open Shading Language support to help increase flexibility in creating material properties and enables more near accurate preview renders. The Autodesk Beast API is designed to make integration with many game engines simple and intuitive.
Autodesk HumanIK 2014 Augments Character Animation
Autodesk HumanIK 2014 animation middleware helps reduce the need for developers to produce large libraries of character animations, saving more time for the creative. With full-body inverse kinematics and real-time retargeting technology, the latest version of HumanIK enables characters to interact with and procedurally adapt to game environments at run-time. Optimized to help facilitate the simultaneous animation of large groups of characters, HumanIK 2014 also adds improved support for mobile platforms, has easier control for squash and stretch deformations of the neck and spine and enhances quadruped animation support. As a C++ library, HumanIK supports many major gaming platforms and helps artists bring games to life with more near realistic and immersive character animation experiences.
Scaleform 4.3, Gameware Navigation 2014, Beast 2014 and HumanIK 2014 are expected to be available in spring 2013.