Blueside is back with Kingdom Under Fire II and its impressive graphics engine. They have also announced that they will be present at the next Game Developer's Conference in Japan. More details inside.
Announcement for GDC
Blueside, making a speech at CEDEC 2012 about “Game Engine FAME tech 2”!!
• Attending Japan’s biggest game developer’s conference that has been held the 13th time this year.
• Making a speech about in-house game engine “FAME tech 2” main functions applied in “Kingdom under Fire ll”.
Blueside will be the only game development company in Korea to attend at Japan’s biggest game developer’s conference in Yokohama during August 20~22nd. Manager Hyo-Jung Shin will talk about their in-house game engine “FAME tech 2” dealing with animation functions.
CEDEC is Japan’s largest game developer’s conference held by Computer Entertainment Software Association (CESA) and is one of the leading game developer’s conference and many famous developers such as Miyamoto Shigeru who is known as the Mario’s father and Tim Sweeney at EPIC GAMES etc. had made a speech here.
When famous game development companies primarily introduce their in-house new techniques or reveal their undisclosed information, CEDEC is also widely known for its authority as with GDC of America.
Manager Hyo-Jung Shin from Blueside will talk about their game engine “FAME tech 2”, which is used for “Kingdom under Fire ll”, a MMO Action RTS which is famous for its epic scale troops battles. At his presentation, he is going to explain about unique features of FAMEtech2 such as Animation Cashing technique that can process massive numbers of units within short time, Parametric Blending technique which can generate various characters’ animations in real time most naturally and Animation process by IK that handles animation of enormous monsters in real time.
Animation Cashing is a technique used for “Kingdom under fire ll” where more than ten thousand units appear in real time on screen. It is the very genuine core feature of FAME tech 2 that enables to process animation of massive units smoothly even at the low-end machines too and so far such technique has not been achieved yet by any other commercial engine developer except from Blueside.
Example: Fast animation process for massive units by Animation Cashing
Parametric Blending is a technique to generate characters’ animations for various circumstances efficiently. It classifies complex movement of characters into properties and blend basic animation in real time to generate various animations responding to various circumstances.
Since it is a real time animation generating technique by program, it can reduce the development time for character animation dramatically and it helps the developer to produce higher quality animation efficiently. At his speech, he will present unveiled new class of “Kingdom under fire ll” with Parametric Blending adaptation
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is handled in general. And that data doesn't need to be sold or even contain very personal information. We're talking about user profiles and game stats and shit. (1 Hour ago)
@nostradamus: People in that situation are just shutting down (like SteamSpy). But even if the core business isn't the handling of that data, we're talking about how user data generated by games (1 Hour ago)
data that may be core implementation of your data structure, all new process workflows when data enters the system and the way they are treated) it can be Super costly to implement. (1 Hour ago)
well, if their core buisness is handling of that information, then what to do? I do recon the directives are a bit insane on the IT side of things (no DB on biodata, deletion of user (1 Hour ago)
Cool. I'll keep calling people who lose their jobs because of the costs associated with compliance collateral damage. (1 Hour ago)
@GriftGFX: ok, end of discussion. (1 Hour ago)