CryENGINE Gets A Real Job

Better late than never. I caught an interesting post on the CGTalk forum yesterday (Link) relaying news that IMAGTP (I’m not really sure who they are) has licensed the CryENGINE 2 game engine for use as an architectural and urban planning tool. One of the links in the post goes to a site for something called IMAGINA/07 (European Digital Content Creation Event). Apparently the CEO’s for both IMAGTP and CRYTEK GmbH are (were) speaking. From the page covering their talk (Link):

Should the future of communication about architecture and urban planning projects come from the videogame development?

That’s actually what we bet at IMAGTP and it is therefore the reason why we have set up a business partnership with CRYTEK GmbH making it finally possible to design, visit and modify a 3D project, in real time.
Imagine a 3D computerized model which can carry on and integrate the successive evolutions of your project, being a decision making tool as well as a public communication support and allowing an easy and full understanding of the project and its stakes.
All that is now possible thanks to the unique possibilities coming from the videogame world.

Interesting development. Not sure if this helps in the merging of videogame technology with PLM applications, but it might.

6 thoughts on “CryENGINE Gets A Real Job

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  2. Actually, that YouTube video isn’t as high quality as the other one’s in the thread. And generally I wasn’t all that impressed with it. If they wanted to really show it off, they should have done something along the lines of that HL2 Fallingwater piece (reLink). The engine can probably do that and more.

  3. Agreed. The YouTube video resembles more of an old-school walkthrough on rails, and doesn’t seem to show off the realtime capabilities.

    What did impress was the dynamic lighting, as the potential to experience a model with accurate sun and shadows at different times of the day/year could speed adoption by the architectural industry. At least in my discussions, the lack of shadows, laboriously faked shadows, or statically baked shadows of other realtime tools seem to make many of them a non-starter for those accustomed to high quality stills.

  4. What did impress was the dynamic lighting, as the potential to experience a model with accurate sun and shadows at different times of the day/year could speed adoption by the architectural industry.

    I’m with you there. Intending to post it with this entry, I’d even grabbed an image of that scene by the window as it’s the best part imo… and where the HL2 engine can’t compete. Personally, I’m looking forward to an engine with HL2’s built-in lip-sync capabilities and Doom3/CryENGINE’s dynamic lighting (though maybe the CryENGINE has that; I don’t know much about that engine).

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