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Luminous engine wikipedia
Luminous engine wikipedia







luminous engine wikipedia
  1. #Luminous engine wikipedia manual
  2. #Luminous engine wikipedia code
  3. #Luminous engine wikipedia windows

During 2012, one third of the final development team was from western subsidiaries of the company.

luminous engine wikipedia

#Luminous engine wikipedia code

Square Enix's western subsidiaries shared information about game engine development from their experience developing the CDC and Glacier 2 game engines and shared their source code with the Luminous Studio team. While ground work was being laid for Luminous, members of the team traveled to look at engine technology being developed by IO Interactive, Crystal Dynamics and Eidos Montréal, western video game developers who became subsidiaries after the company bought out Eidos Interactive. Other key Square Enix staff members working on Luminous Studio include Takeshi Nozue, Akira Iwata and Hiroshi Iwasaki. The head of the project was Yoshihisa Hashimoto, Square Enix's Chief Technology Officer, who had moved over to the company from Sonic Team in 2009 and became involved with development in 2011. Luminous Studio was publicly revealed in 2011. In addition, they also built in the ability to blend graphical assets designed for CG scenery with highly advanced real-time animation, making the two graphically similar. It was intended to be used in-house rather than licensed out to other developers, but that western subsidiaries of the company would have access to it. For Luminous, the team created a single unifying flexible framework to control the scale of the AI while also making it intuitive. A core feature of the gameplay was the artificial intelligence (AI), which had previously been liable to become unstable or poor under certain conditions or with poor programming due to the large number of individual codes needed. Some of the environmental factors included lighting, shading and modeling. There were many major factors that the team considered while building the engine, as they wanted to ensure the highest possible quality for high-end games. The name "Luminous" was chosen to reflect the crystal theme of the Final Fantasy series. " The development team drew inspiration for this concept and approach from Unreal Engine and Crytek's CryEngine.

#Luminous engine wikipedia manual

The construction of Luminous was similar in concept to Epic Games' Unreal Engine or the Unity engine from Unity Technologies in that it incorporated all the development tools needed from asset editing onward, as well as being "high quality, easy to use, flexible, high speed, compact, and supporting both manual and automatic. Talking about sharing the engine, Merceron said that he advised the company to avoid sharing between companies or internally between games until the engine had been finalized with the released game: this resulted in Luminous Studio being restricted to what would become Final Fantasy XV during development, while other major next-generation titles would use other outsourced engines. Faced with these issues, Square Enix decided to bring in former developers from Sega to create new engines for their products, including Luminous Studio. This was a difficult period for Square Enix: the project then known as Final Fantasy Versus XIII was hitting technical barriers as it transitioned to open-world environments its original Crystal Tools engine could not handle, and Final Fantasy XIV had met with a disastrous launch due to development and technical problems. Īccording to Julien Merceron, the Worldwide Technology Director for Square Enix in the early 2010s, the concept for the new engine was born in 2011 while he was in the final stages of working on Final Fantasy XIII-2. The aim was to create new AAA video games for a global audience using the Luminous Engine. In early 2018, the development team of Final Fantasy XV was established by Square Enix as a new subsidiary studio dubbed Luminous Productions. The engine powered the tech demos Agni's Philosophy and Witch Chapter 0 initially, and has since been used in two of company's titles- Final Fantasy XV, an entry in their Final Fantasy franchise, and an original IP titled Forspoken. It was conceived during the development of Final Fantasy XIII-2 to be compatible with next generation consoles that their existing platform, Crystal Tools, could not handle. The engine was developed for and targeted at eighth-generation hardware and DirectX 11-compatible platforms, such as Xbox One, the PlayStation 4, and versions of Microsoft Windows. Luminous Engine ( ルミナス・エンジン, Ruminasu Enjin), originally called Luminous Studio ( ルミナス・スタジオ, Ruminasu Sutajio), is a multi-platform game engine developed and used internally by Square Enix and later on by Luminous Productions.

#Luminous engine wikipedia windows

PlayStation 4, PlayStation 5, Xbox One, Stadia, Microsoft Windows Short description: Multi-platform game engine by Square Enix









Luminous engine wikipedia