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{{short description|3D graphics software program and engine}}
{{short description|3D graphics software program and engine}}
{{Infobox software
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An animator can record different characters and objects in different tracks to make their scene. For example, the animator can first play as one virtual actor and then play as another, while replaying the first one. A character or vehicle controlled live can physically interact with previously recorded characters and objects using the physics engine.
An animator can record different characters and objects in different tracks to make their scene. For example, the animator can first play as one virtual actor and then play as another, while replaying the first one. A character or vehicle controlled live can physically interact with previously recorded characters and objects using the physics engine.

==Features==
Shark 3D contains:
* A tool pipeline: assets such as meshes, textures and basic animations are not created within Shark 3D, but imported from separate tools like [[3ds Max]] or [[Autodesk Maya|Maya]].
* [[Authoring system|Authoring]] editor<ref>{{cite web|url=http://www.bicc-net.de/workspace/uploads/subfeatures/downloads/folker-schamel-51d16b3a959ec.pdf|title=Let's get serious:How video game technology transforms other industries|access-date=2014-08-28}} Slide 4</ref>
* Physics based recording, replay and track editing
* Shader editor
* [[3D computer graphics|Renderer]] (live and render-to-file)
* [[Sound]] system
* [[Physics engine]]
* [[Scripting language|Scripting]]

The core of Shark 3D is an authoring editor supporting templates and prefabs to reuse entities. Templates and prefabs can be nested to any level and edited live.<ref>{{cite web|url=http://www.bicc-net.de/workspace/uploads/subfeatures/downloads/folker-schamel-51d16b3a959ec.pdf|title=Let's get serious:How video game technology transforms other industries|access-date=2014-08-28}} Slide 15</ref> This allows for building up complex scenes or objects with integrated behaviors (e.g. [[Non-player character|NPCs]] or complex [[camera]] systems based on simple building blocks in a flexible way).


==Reception==
==Reception==

Revision as of 01:18, 12 May 2023

Shark 3D
Original author(s)Spinor
Developer(s)Spinor
Initial releaseFebruary 2000; 24 years ago (2000-02)
Written inC++, Python
Available inEnglish
Type3D computer graphics, game engine
Websitespinor.com

Shark 3D is an engine developed by Spinor for creating and viewing interactive 3D scenes. It is mainly used for developing video games and things similar to game engines, producing films and TV series,[1][2] as well as creating broadcast graphics[3] and developing 3D applications.

Workflow

Animations are created by playing a scene as in video games within a virtual map.

An animator can record different characters and objects in different tracks to make their scene. For example, the animator can first play as one virtual actor and then play as another, while replaying the first one. A character or vehicle controlled live can physically interact with previously recorded characters and objects using the physics engine.

Reception

Usage

Screenshot from the engine

Companies Funcom,[4] Ravensburger Digital,[5] Marc Weigert,[6] Siemens, and ARD/ZDF/Pro 7/Disney Junior[7] have or are currently using the program. In 2012, it was the second most used real-time 3D engine in Europe after Unity.[8]

Awards

Awards given to products made with Shark 3D:

Third-party plugins

See also

References

  1. ^ "Shark 3D Engine Interview". Retrieved 2014-08-28.
  2. ^ "EFA Master Class 2014: "HIGH VALUE FOR YOUR BUDGET – The Creative Use of Virtual Production" with Marc Weigert, 2 - 8 June 2014". Retrieved 2014-08-27.
  3. ^ "Neue Gestaltungsfreiheit in der Bluebox". Retrieved 2014-08-28.
  4. ^ "E3 2004: DREAMFALL: THE LONGEST JOURNEY FIRST LOOK". Archived from the original on June 4, 2004. Retrieved 2014-08-27.
  5. ^ "Shark 3D based iOS-Game tops the German iTunes charts". Retrieved 2014-08-27.
  6. ^ "EFA Master Class 2014: "HIGH VALUE FOR YOUR BUDGET – The Creative Use of Virtual Production" with Marc Weigert, 2 - 8 June 2014". Retrieved 2014-08-27.
  7. ^ "Real-time Renderer Vector" (PDF). Retrieved 2014-08-28.
  8. ^ "European Online Game Survey 2012" (PDF). Retrieved 2014-08-28. Page 6.
  9. ^ "PC Reviews". Archived from the original on August 25, 2010. Retrieved 2014-08-27.
  10. ^ "Xbox Reviews". Retrieved 2014-08-27.
  11. ^ "Dreamfall Game of the Year - PC (Jewel case)". Retrieved 2014-08-27.
  12. ^ "Weißer Elefant für fliegende Fische". Retrieved 2014-08-27.
  13. ^ "Preisträger 2007". Retrieved 2014-08-27.
  14. ^ "vr3".
  15. ^ "Cinector".
  16. ^ "The Real-Time-Framework".
  17. ^ "Integrating RTF into Shark 3D as a foundation for experiments on OFELIA".