Developer(s) | wow-bomb game studios |
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Initial release | 21 July 2007 |
Stable release | summer 2015- summer 2016
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Written in | C++, Imperial Visual Script, Lua |
Platform | Windows, IOS, Android , Web |
Type | Game engine |
License | Non Commercial License, Buy License, Per Month License, Percentage License, Dialogue License |
The Imperial Gamel Engine is a game engine developed by "wow-bomb game studios" for creating 3D games of all genres. IE architecture also supports creating of 2D games. Targeting goals of IE was creating games with high-end cinematics, game scenes with mass of different gamelogic processes and large game servers, containing entire star systems with procedural planets (with cities and megalopolises) and star bodies.
From 2007 first sketch IE receive inspiration from [The gamecreators] [The Dark Basic] programming la.gauge and was born of the idea of creating a game map by gizmed tool, among "catching" positions of 3d models only by text editing with compiling scenes without properly game editor. Next in 2008 to 2009 was developed game editor and engine written on C#, that contains basic toolset for creating scenes, model viewers, animation builder, material editor and even primitive visual scripting tool (Law Maker), that goes IE from 1 to 1.6 versions, that receive inspiration from [Neo Axis 3d Engine] community. One of the first IE projects was a historical atlas with 3d previews and excursions. This gave a basis for naming engine in name Roman Imperia as "Imperial Engine". In last time «kohedlo studio» (old name of «wow-bomb game studios)» run first low costs licensing: non commercial, and some commercial licenses. Many new IE versions (1-1.6) was rewritted from null. From 2010 was started developing version 2 IE, written on pure c++, with cross-platform targeting. In latter (about 2011) IE 2 code was saled to Ukrainian gamedevelopers, and next IE architecture travel to the Bitsquid game engine, and after buying last by the Authodesk that make Stingray Game Engine(August 2015), Imperial 2 architecture(like "flow" visual scripting) was as basic for Authodesk. This version of IE was inspired by epical Unreal 3.0.
On 2011 was accept decision make IE 2.5 in team. But afted November 2012, studios and IE project was closed. From May 2014 IE project was restored and planned public release assigned on second decade 2015, when engine toolset was completed. Among inspirations to this version was "steampunk" inheritance. In that years developers thinks rename Imperial engine to "steam" game engine. Toolset editor was modified for creating indoor or outdoor maps in Victorian epoch style. In later times engine was modified in "Imperial GDK" (Game Development Toolkit).
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