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Features

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The following list provides an introduction to some of the main technical features of MTS. If you have any questions, our team is here to answer them.

  • Multiple Platforms: Clients currently running on Windows (32-bit), servers running under Windows (32-bit) and Linux. Windows 64-bit, Xbox 360 and PS3 versions of the technology are in development.
  • Rendering Engine: A cutting-edge graphics rendering engine automatically adapts to new hardware trends as they emerge. Procedural graphics allow for optimal scalability and adaptability, and minimal data volumes.
  • Architectural Decoupling: The Monumental Technology Suite is ‘game agnostic’, decoupled from the game implementation. This means that Monumental Technology Suite can be used to produce games of different genres whilst enabling those games to adapt to improvements in the underlying technology.
  • Future Proof: The modular structure of the Monumental Technology Suite means that components can be upgraded as required without stalling development.
  • Stable and Secure: Rigorous development practices and robust procedures promote exceptional stability and security.
  • Management Features: A live management environment optimised for ‘GamesMaster’ interactions and customer service has access to all in-game actions.
  • Scripting: Fully-featured development environment for script-checking prior to integration.
  • Editors/Plugins: Built-in Editors WYSIWYG editing & control; DiamondWare3D, ViVox and SpeedTree; Editors include: World, Shader, Artefact, Sound, & FX; 3DS Max and Photoshop integration; String editor for rapid localisation; Plug-in/Modular editors allow for rapid bespoke engine development.
  • Physics: Vehicle; Rag-Doll
  • Lighting: Per-pixel bump and specular mapping
  • Shadows: Real-time
  • Texturing: Shaders Pixel; Vertex
  • Animation: Animation Blending and layering; Full skeletal; Inverse kinematics (IK).
  • LoD: Meshes Dynamic tessellation based on LoD; component-based; tile-based building/artefact creation (data minimising); modular character models.
  • Special Effects: Rain, frost, snow, water w/ environment mapping; Terrain Procedural with rule-based texturing and object placement; dynamic LoD; seamless world including interiors & above/below ground)
  • Networking System: Dynamic load balancing; full stat analysis can be relayed live to players; distributed clusters; seamless migration of players; 3-level authentication for security.
  • Sound & Video: Sound fully decoupled from development allowing random selection, and adjustment of parameters such as volume, pan, min/max distances, range and priorities; echo, reverb, and streaming OGG MP3 from client.
  • Artificial Intelligence
  • Draw Distance: Rendering Optimised by occlusion culling w dPVS; terrain texture mosaics reduce data by factors of up to 1m enabling vast scale environments

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