Editing Phoenix engine
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Initial development of the Phoenix engine started at some point in late 2005. As a base, the Ensemble team used a core engine and renderer developed by Geldreich for the Xbox Advanced Technology Group, between [[2003]] and [[2004]]. A number of [[Wikipedia:Middleware|middleware]] solutions were licensed to simplify development, including [[Wikipedia:Scaleform GFx|Scaleform]] for UI and HUD rendering, [[Wikipedia:Audiokinetic Wwise|Audiokinetic Wwise]] for audio creation and authoring, [[Wikipedia:Havok (software)|Havok]] for physics and Granny 3D for animation. In addition, a server-class [[Wikipedia:Heap (data structure)|heap]] system created by Microsoft Research, called Rockall, was repurposed for the engine by Geldreich. Finally, a small number of components from the Bang! engine were retained, including the [[Wikipedia:Pathfinding|pathfinding]] implementation.{{Ref/Reuse|RG}} | Initial development of the Phoenix engine started at some point in late 2005. As a base, the Ensemble team used a core engine and renderer developed by Geldreich for the Xbox Advanced Technology Group, between [[2003]] and [[2004]]. A number of [[Wikipedia:Middleware|middleware]] solutions were licensed to simplify development, including [[Wikipedia:Scaleform GFx|Scaleform]] for UI and HUD rendering, [[Wikipedia:Audiokinetic Wwise|Audiokinetic Wwise]] for audio creation and authoring, [[Wikipedia:Havok (software)|Havok]] for physics and Granny 3D for animation. In addition, a server-class [[Wikipedia:Heap (data structure)|heap]] system created by Microsoft Research, called Rockall, was repurposed for the engine by Geldreich. Finally, a small number of components from the Bang! engine were retained, including the [[Wikipedia:Pathfinding|pathfinding]] implementation.{{Ref/Reuse|RG}} | ||
The engine and its toolset were worked upon between 2005 and 2007 by a group of at least 6 engineers, among a development team of roughly 25 for the project overall. Angelo and his team focussed on producing a new RTS simulation engine optimised for the 360. Meanwhile, for the engine tools, an entirely new editor was created for the engine in [[Wikipedia:C | The engine and its toolset were worked upon between 2005 and 2007 by a group of at least 6 engineers, among a development team of roughly 25 for the project overall. Angelo and his team focussed on producing a new RTS simulation engine optimised for the 360. Meanwhile, for the engine tools, an entirely new editor was created for the engine in [[Wikipedia:C#|C#]] by [[Andrew Foster]] and [[Colt McAnlis]], while [[David Bettner]] created audio-related tools and engine code.{{Ref/Reuse|RG}} | ||
Some time in 2006, after it had been in development for between 12 and 18 months, Ensemble formally pitched the Phoenix project to Microsoft, who agreed to produce it provided that it be reworked as a ''Halo'' title, due to concerns that an entirely new real-time strategy IP on a console would not be successful. This set the project down the path that led it to becoming ''[[Halo Wars]]''.{{Ref/Site|Id=Goodman|URL=https://www.gamesindustry.biz/articles/2012-09-26-tony-goodman-the-publisher-as-we-know-it-may-become-extinct|Site=gamesindustry.biz|Page=Tony Goodman: "The publisher as we know it may become extinct"|D=21|M=9|Y=2021}} | Some time in 2006, after it had been in development for between 12 and 18 months, Ensemble formally pitched the Phoenix project to Microsoft, who agreed to produce it provided that it be reworked as a ''Halo'' title, due to concerns that an entirely new real-time strategy IP on a console would not be successful. This set the project down the path that led it to becoming ''[[Halo Wars]]''.{{Ref/Site|Id=Goodman|URL=https://www.gamesindustry.biz/articles/2012-09-26-tony-goodman-the-publisher-as-we-know-it-may-become-extinct|Site=gamesindustry.biz|Page=Tony Goodman: "The publisher as we know it may become extinct"|D=21|M=9|Y=2021}} |