Technology

Stainless’ Technologies

We are highly experienced in PC, console and hand-held videogame development. Where appropriate, our work centres around the use of our flexible videogame development technology known as Beelzebub.

Beelzebub

Beelzebub is the name given to a large suite of routines and sub-systems that share protocols, allowing each to talk to the other without any additional work. Beelzebub is fundamentally cross-platform, although some parts of it (such as the renderer) are almost entirely different for each platform as soon as you look beneath the API. World-building and scene creation tools accompany Beelzebub, and various plug-ins for programs such as Maya, 3D Studio Max and Photoshop complete the data pipeline.

Platforms supported:

  • Playstation 4, Playstation 3 including PSN
  • Xbox One, Xbox 360 including Live Arcade
  • Nintendo DS/DSi/3DS
  • Nintendo Wii
  • Android & iOS
  • iPhone and iPad (including Game Center)
  • Windows/Apple Mac OS X

Further hand-held and console platforms are also supported, but NDA restrictions prevent us from naming them.

Principle Beelzebub components:

  • Low-level physics engine, now in its 6th generation
  • High-level dynamics API that sits above the physics
  • Car dynamics technology. 3rd-generation code, developed in conjunction with ProDrive (the Subaru rally team)
  • Force feedback support
  • Main loop and general game management
  • Fractal vegetation generation
  • World creation tools
  • Scene and texture animation system
  • Low-level renderer
  • High-level renderer
  • 2D graphics routines (including blitting)
  • World hierarchy management
  • Level-of-detail management
  • Texture management
  • Unlimited multi pass texturing
  • Multi texturing in a single pass on capable hardware
  • Shadows, reflections, highlights, etc.
  • Particle effects
  • Other visual effects
  • Sky boxes
  • Character skinning
  • Character animation
  • Character physics
  • Character skinning
  • Character animation
  • Character physics
  • Network transport layer
  • Network physics
  • Network game management
  • Memory management with diagnostics
  • Time management
  • Action replay
  • Sound system
  • Mesh deformation and splitting system
  • File I/O
  • Script files
  • Camera management
  • Split screen and multi-viewport rendering
  • Debugging and diagnostic aids
  • Error handling
  • Maths library
  • Utility library
  • Command console
  • Input devices abstraction