1. Cross Platform Architecture
    • Current support for PC, Macintosh, iPhone, iPod-Touch and Linux
    • Future ports for Wii, PSP, PS3, Nintendo DS and XBox
  2. Unicode UTF-8 framework support and in-game dynamic font generation allows for simple localization to any language and can work with system fonts
  3. Streaming content lets you stream a section of the game to start playing. Then, while you are playing, you can stream the next sections of your choice to reduce load times.
  4. Can run in a browser or stand alone windowed or full screen application. Develop the game once and deploy it many different ways to maximize your target audience.
  5. File sizes are very small and efficient
  6. Load times even on large scale worlds are very fast. Try our demos to see for yourself. Keep in mind that the streaming content and your connection speed may effect when the world actually begins to cache.
 
Networked MMO NPR Customization Particle Effects

This demo includes, mmo technologies, background asset streaming, server base artificial intelligence, path finding, finite state machine, pets, chat, persistence, character customization, shader programmable pipeline, normal maps, specular maps, glow effects, blooming, particles, trail effects, level of detail, popout, fade by distance, mini-map, compass, movable menus and more.

This click-and-play path finding example with interactive camera control includes, casual style graphics, shortest path finding, NPR Toon rendering, 2d to 3d picking, custom buttons, finite state machine, object triggers, dynamic physics changes, roll, slide and bounce physics.

This simple casual golf demo includes, casual style graphics, multi texture, effects, trail system, level of detail, tool tips, custom UI, movable menus, power meter, golf physics, multiple cameras and dynamic surface changes.

Global – Fixed Emmit effects, Matrix Spinner – complex attachments, Sprayer – interactive emitter, and Long Trail – animated emitter. Created through key-framed Color, Position, Rotation and Scale and are varied through random and sequential emissions and animations, area based emitters, particle lifetime, and min/ max durations for animation speed and emission times.


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