Jupiter 3D Game Technology

Our products have been used by developers based in North America, Europe and Asia to create games ranging from first-person shooters to MMORPGs. In addition, Jupiter has been selected as the middleware solution for many training simulations and real-time architectural applications.  

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Visual Technologies
3D Rendering
Jupiter features a DirectX® 9 3D renderer that allows developers to push more polygons than ever before. The renderer incorporates a powerful occlusion system for use in world creation and gives level designers complete control over game world visibility. Jupiter’s renderer has been designed to accommodate both indoor levels and expansive outdoor environments.


Glow Effect

This unique visual effect may be applied to objects and characters, and is used extensively in TRON® 2.0 to generate the game’s distinct futuristic look.

Vertex and Pixel Shaders
Jupiter features an intuitive interface for creating custom vertex and pixel shaders, including support for bump mapping, alpha blending, and environment mapping.

Particle Effects
This system generates enhanced effects for game elements such as weapon muzzle flashes, explosions, fire, snow, steam, smoke, dust and debris. A weather system simulating rain and snow also includes the implementation of volumetric effects.

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Water Effects

Jupiter allows developers to create stunning water effects like those featured in NOLF™ 2. This system features a polygrid that supports dynamic lighting as well as Fresnel reflections and dynamic interaction with models, allowing characters to leave a wake as they move through water. Designers also have control over aspects of the simulation that determine water elements, including current, viscosity, and depth.

 


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Dynamic Texture Effects
Scripting support within Jupiter delivers custom dynamic texture effects and allows for a wide variety of custom effects, like texture panning and scrolling, that can be mapped to the environment and adapted to game design.

Decal System
Jupiter features a robust decal system that allows level designers to place a wide variety of localized decals and reduce texture memory overhead.

Modeling and Animation Module
Jupiter has a flexible skeletal and vertex animation system designed to create highly realistic characters and animated objects. The module includes animation blending for run-time movement and dynamic animation effects. The vertex animation system allows developers to create custom animations for objects such as hair, muscles, and clothing.


Facial Animation

Jupiter’s facial animation system features Phoneme-based lip-synching with emotion modifiers that support a wide range of expressions to bring game characters to life.


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Projected Model Shadows
This effect produces life-like shadows for both characters and other in-game models. In addition to being displayed on any surface, projected model shadows can transform naturally with inflections in the environment to create dramatic shadow effects.

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Integrated Technologies
Artificial Intelligence
This goal-based management system delivers a greater variety of AI behavior while utilizing a simplified configuration menu. Developers can execute a variety of AI goals that provide a level logic/thought that spans several states. Also included is a 'hint' system used to create more independent behavior and a greater range of actions as well as a realistic sense/stimulus simulation that delivers more accurate reaction times and responses to special circumstances.

Game Object Manager
Jupiter gives developers access to a text-based system, that makes it easy to create and manage various game objects such as gadgets, weapons, and other player controlled models and objects.

Networking Module
Jupiter’s networking module has been optimized to support a wide range of applications and requirements. Current Jupiter licensees are developing online games ranging from cooperative games with a few players to 32 player action games to massively multiplayer role-playing games.

Physics Module
Jupiter contains a comprehensive physics system with a stable, solid platform for performing and assortment of physical events and responses to game-driven collisions.

Content Creation Tools
DEdit World Editor
DEdit allows level designers to create dynamic 3D environments, worlds, and levels through one easy-to-use tool, including all structures, lighting, and textures. The level designer uses DEdit to populate the world with objects and interactive items. DEdit also includes a convenient real-time lighting preview feature.

RenderStyles Editor
RenderStyles are custom pixel and vertex shaders that are developed within game code and leverage specific platform capabilities. These effects range from cartoon shaders to bump mapping. The RenderStyles editor features a GUI that is used to design and view custom effects in real time.

ModelEdit
ModelEdit ensures models will be optimized to interact correctly with environments and other objects. Artists can also use ModelEdit to define specific properties, assign texture IDs, attach objects to models and manipulate animation data.

FxEd Visual Effects Tool
FxEd is used to create and modify visual effects. The tool enables the creation of in-game visual effects without requiring a recompile, thereby increasing the efficiency of the design and implementation of special effects.

Command Editor
The Command Editor is a powerful management tool that lets developers efficiently create spectacular cinematic effects and events with DEdit. By using commands, level designers can set key frames, start specific cinematic events, and more accurately place and time events within the context of the game. In addition, this tool allows the designer to control camera locations, script character movements, and trigger a variety of visual effects as the player’s character interacts with the game’s environment.

Debugging Tools
Jupiter includes a convenient in-game debugging tool that delivers immediate access to data for AI paths, nodes, attributes and game states, which empowers levels designers to independently debug a variety of game systems.

Referential Prefabs

This system prepares a referential library, making it more efficient to place prefab objects into environments. This feature also allows level designers to modify interactive content without repeating changes to similar objects.

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