About Realmware Corporation
"Game Development. Accelerated."
Services & Solutions
Realmware Corporation, developer of the Visual3D Game Engine
, provides a full range of offshore and US-based software development services for 3D games, simulations, and virtual worlds.
The underlying 3D engine for Visual3D Game Engine first began development in 2003, and with Visual3D's All-in-One Toolset beginning development in late 2005. Realmware was incorporated in Champaign, Illinois in April 2006, and had relocated to Seattle, Washington in 2008.
Our development team had been the first to develop a commercial quality 3D engine built on the Microsoft .NET platform (written entirely in C#), having done so even prior to Microsoft's first beginning development of the XNA Framework (the .NET-based 3D graphics API Visual3D is now built on).
Our services include product design and engineering, C# programming, art production, 3D engine and tools development, software integration (including C++ porting and interoperability), and engineering support.
Customers & Areas of Expertise
There are over 13,000 registered users for the Visual3D Game Engine, and Realmware's offshore development services have be utilized for 7 enterprise projects.
Our areas of expertise include development of 3D Games, Multi-user Training Simulations, Virtual Globes (Geovisualization), Virtual Collaboration Tools, MMOs and other types of virtual worlds. Many of our clients include Fortune 500 companies in Aerospace Defense, Natural Resources & Mining. In addition, we also conduct services with the U.S. Army and Air Force as well as many Educational Institutions.
Realmware began as developer of the successful RealmForge
open-source game engine, the first full-featured game engine for .NET. We have been developing real-time 3D applications using C# and .NET prior to Microsoft having begun development of their XNA Framework platform, the next-generation replacement for Managed DirectX. Since then, we have redesigned our 3D engine from the ground up, optimizing it for XNA and a fully shader-based rendering pipeline for next-generation graphics.
The first incarnation of Reamware's 3D engine, RealmForge, was featured as the cover story and namesake of the "3D Games in .NET" July 2005 issue of Software Developer's Journal (a magazine since renamed to Software 2.0), due to its having been the first commercially viable .NET-based 3D engine. Realmware's engine is notable for having been the subject of the first published article indicating the feasibility of C# and .NET for modern 3D game development.
Mission: Empowering Developers with Visual Tools, Real-time Editing, and an Automated Pipeline for Models, Code, and Media
After achieving high-performance graphics, with the Visual3D Game Engine, on par with leading next-generation 3D game engines, we have since focused on its All-in-One Development Tool for real-time visual authoring of 3D Games, Simulations and Visualizations.
This All-in-One Development Tool of the Visual3D Game Engine provides the full range of development tools needed for developing next-gen 3D games, simulations and visualizations, ranging from Terrain Editing to Entity State/Trigger hookup - all completely integrated into a single tool.
We have optimized our toolset for rapid development and scripting with side-by-side use with the best of breed Microsoft Visual Studio, and its best-of-breed tools for debugging and edit-and-continue. And the entire toolset provides edit-and-continue like capabilities of its own, as it can be hosted within the application being edited (at the press of a key) to allow real-time live world editing and administration.
Our goal with this visual toolset was to put the game/simulation development process into the hands of artists, educators and other non-programmers, by reducing the need for programming and scripting through the use of reusable assets for both media and .NET classes.
With this approach, content creators (Mission/Scenario designers and artists) can easily build and add interactivity to their virtual worlds by drag-dropping media, entity and scripting assets. These assets are all automatically shown for use in the toolset based on automatic detection and importing (or reimporting) of new (or modified) models and other media, as well as the entity prefabs and component presets created automatically for any detected custom C# / .NET component classes.
The properties/parameters for assets (even for custom classes) are editable for each asset and place they are used - for prefabs/presets as well as "smart copies" or instances - and automatically persisted in the Object Database. Users can even create their own virtual entity classes without need for programming, by building up entity type prefabs from reusable entity state, ability, and action building blocks (including the many assets and components included out-of-box with the engine).