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The WDN Symbian DevZone... 3D Games - Fathammer’s X-Forge

by Richard Bloor, November 18, 2002

The wireless games industry is very much in its infancy but many analysts expect the revenues to grow dramatically over the next few years. Nokia recently announced the N-Gage showing that phone manufactures are eager to help fuel this growth with specialist gaming platforms. Building good mobile and wireless games however can be an expensive exercise, particularly with more sophisticated 3D games. A number of tools are starting to come to market which are designed to help the developer build their 3D visualizations efficiently and then implement them for a range of games platforms. This week I am talking to Brian Bruning about Fathammer’s (www.fathammer.com) X-Forge tools and 3D engine that they have recently released for the Symbian OS. - Printer Friendly Version


WDN: Brian, Fathammer have initially focused on the Symbian OS for this first release of X-Forge. What are the commercial or technical reasons for doing this?




Brian: X-Forge as you know supports a number of platforms and it was designed from the ground up with this in mind. So it will be available for Pocket PC, Smartphone 2002, Mobile Linux and the various Symbian versions.

We have initially focused on Symbian OS mainly for commercial reasons. When developers use X-Forge they usually do so having already selected their platform and probably the project they want to develop. Right now most of our customers see larger potential revenue streams from games for Symbian smartphone products coming to market than with other platforms. So we released the product our customers wanted, the one they could see providing immediate revenue opportunities.



WDN: From a technical perspective has implementing X-Forge for the Symbian OS been any easier than your other targeted platforms?

Brian: No, in many ways the Symbian OS was probably the most difficult for us to support. The Symbian OS was not designed from the start as a multi-media OS. Symbian are doing a lot of good work to address this. However it meant that we had to do a lot of additional development to deliver the performance and 3D visualization that we expect from X-Forge.

This has resulted in us developing close a relationship with Symbian and their licensees. We have consulted closely with Bill Pinnell and others on his team regarding the 3D graphics and audio APIs they should introduce.

WDN: You were one of the inaugural members of Symbian’s Platinum Program partners, is this part of the reason you have been working so closely with them in this area?

Brian: I think that our involvement is more to do with our technical expertise. Symbian works with those who they think are smart and can help them, whether a partner or not. So if we were a Platinum Partner but did not have smart people working for us then I don't think we would have the same relationship with Symbian.

WDN: So if the Platinum Program has not been a key to working closely with Symbian what benefits has it had?

Brian: It has probably been most useful for us in gaining access to Symbian's licensees and customers. Fortunately X-Forge is such a unique application that it stands out on its own, but being able to participated in tradeshows and get customer introductions is always useful.

WDN: You have described X-Forge as unique however I have seen a number of 3D engines emerging for smartphones and PDAs. For a developer evaluating which one to use what are the key benefits of X-Forge, what makes it unique?

Brian: The first thing that a games developer needs to look at when they evaluate tools and middleware is whether it is focused on gaming. X-Forge was build by games developers for games developers; it has been used in developing real games which are coming to market right now. So that is the first feature, the fact that its designed for games development.

As I have already mentioned that it is a cross platform tool so it allows the developer to address lots of different markets. And this is not just for our announced platforms, we are working with emerging device manufactures to provide X-Forge support for products that will come to market a year or more from now.

We believe it is easy to use. We have had developers take the tool and get a working game up and running in a week, perhaps not a fully featured product but certainly one which allows a game concept to be evaluated. This is because we have built our tools in such a way that they will be familiar to games developers.

One other factor that a lot of people overlook is the support the company can provide, how large is the support team, is the documentation solid, is the company going to be a long term partner. All these are important considerations that we believe we have addressed.

Many games tools have been created by developers who have built a game and then think that they can sell the underlying technology to others. Such tools often have technical limitations, being good for only one style of game for example. Also these developers can have problems creating a product they can effectively license. We created X-Forge with the express intention of developing a tool which would address a wide range of games and could be licensed, so not only was our technology created with this in mind, the company and products structures are all designed to facilitate this.

WDN: In architecting X-Forge to provide this wide range support for different types of games what factors did you have to take into consideration?

Brian: We started by consider what types of games developer will want to build. One of the traps which people can fall into when creating middleware is addressing the lowest common denominator. The way you design a first person shooter game is different from the way you design a racing or sports games. If you have a generic engine which support all these different types you end up with slightly lower performance because you can not do everything. What we have done is build a 3D/2D graphic and audio engine and a set of development tools that are optimized for specific genres. Whether it be a character or racing game we optimize within the tools to ensure that the games has the best performance possible.

So X-Forge is not just a series of APIs, yes its got 3D graphics, 2D graphics, audio, collision detection, physics and everything else but it is also a series of tools. These include a worlds editor, a protocol editor, the ability to import from 3Studio Max, all these tools which surround the core technology allow us to optimize for various genres.

WDN: One key issue for all Smartphones and PDA is resource availability, memory and CPU. What sort of demands does X-Forge make? Is it really practical on a device like the Nokia 7650?

Brian: The X-Forge engine its self is usually around 400 to 450kb and then the content, music, textures, model data and the game code takes up additional space. Typically we would be looking at between 700kb and 1.2Mb for a well featured X-Forge game. We have had people develop games of up to 4Mb for Pocket PC where you do have more memory. While forthcoming smartphone will have the ability to add memory, when you look at Nokia 7650 or Sony Ericsson P800 you definitely want to keep games under 2Mb, but this is more than enough for a compelling game.

In terms of CPU usage we take all the power we can but we have done a lot of underlying optimization in order to get what we believe is great performance. Getting good performance is hard and is why to date you probably won't have seen too many good 3D games on Series 60 with features like textures, lights and special effect, all things that X-Forge can do. We have done all this hard work so the developer can concentrate on the game rather than looking to get an extra 10% out of the CPU to do lens flare.

We do have engines that run on processors as low as the ARM7, as used in the Nintendo Game Boy Advance. However we typically like to work with devices that are ARM9 and 50MHz or higher, Series 60 fits within that and most Symbian licensees are working on products that will provide the necessary power.

WDN: Once a developer has decided that X-Forge is a technically suitable platform for their project how do they go about arranging licensing?

Brian: X-Forge is targeting the professional games developer. Licensing typically starts at around $25k per game. We are seeing budgets of X-Forge games in the region of $75k to $150k dollars so if we can help reduce the time to market by 30% to 50%, when compared to creating 3D routines specific to the game, it makes economic sense to go with a tools like X-Forge.

Typically we are licensing to games publishing companies who either hire a developer or use their own in house team to develop the game. In this case there is usually a flat fee and then royalty percentage on each game sold. However every deal is different and we are willing to be flexible. This is an emerging market and the business models are still fluid. So if a great developer has a 3D game project and wants to use our tools we will work to find a way to make it happen.

We also can make the tools available for a 45-day evaluation period. This is somewhat longer than usual but we feel it helps a developer show a publisher what the tool can do and really determine the feasibility of a game project or projects.

WDN: Earlier you mentioned the importance of support, however I could not find any obvious support section on your web site. What support do you provide to developers who are either evaluating or have licensed X-Forge?

Brian: Clearly with a professional tool you should expect professional support and that's what we provide.

We have a skilled and experienced support team in place and a dedicated private web site, separate from our commercial site, to support developers. This includes public and private forums that allows developers to ask a question directly of us without other developers seeing them ask or ask the entire X-Forge community. We have direct email and phone support, provide training session run either at our sites or in-house. We also do a lot of consulting that not only covers the technical aspects of using our tools but also includes finding business opportunities for a developers titles.

WDN: Fathammer was formed in 2000, how far do you think you have come in achieving what you wanted?

Brian: We have spend 2 years on research and development, working with chip manufactures like Intel, Motorola and ARM as well as the OS guys, Symbian, Microsoft, Linux, hardware accelerator companies like, NeoMagic and MediaQ and handset manufacturers like Nokia and Sony Ericsson.

It’s been hard work. We have been working with a dozen developer in Beta and we are now happy to open up X-Forge to the wider games developer community. Wireless gaming started with SMS and is now moving to Java. We have not been impressed with what you can do with Java, X-Forge goes further. And as the market is young there are significant opportunities for pioneering developers. We expect you will hear a lot more about our developers and their titles over the next few weeks and months.

We are also extremely excited about the emergence of gaming-centric devices like the Nokia N-Gage phone, which makes an ideal platform for X-Forge Powered games.

In terms of what the tools can achieve, if you look at GeoPod, its doing about 80% of what can be done on Nokia 7650. As devices with more powerful processor and hardware graphic accelerators come to market we will be able to make the experience richer. I believe we are a long way from the upper limit of what can be achieved.

WDN: Finally I have to ask, where did such a great name as Fathammer come from?

Brian: Our founders had been told that putting together two ordinary words in an extraordinary combination could create good names. In fact they had used this concept for a PC benchmarking company called MadOnion. At the same time, back in 2000 the industry was talking a lot about 3G and thin clients, big data pipes feeding content to lite display software on a device. We knew that 3G was really some way off and even then that there would still be a place for the fat client, one that took advantage of the processor power and memory available on these devices. So we had Fat and we were a tools company and what better tools than a hammer? So we arrived at Fathammer.



There are a number of games coming to market using X-Forge. I have been able to take a look at one of these; the GeoPod racing game for the Nokia 7650. The game offers both single and multi player modes, with multiplayer working over Bluetooth to connect the players. It also includes a variety of track layouts and race pods. I have to admit to being no great games player but GeoPod was certainly impressive. The action was smooth and precise while the games world well populated with complex structures and dynamic elements such as sweeping searchlights and light flare. At one point the track dives from one level to another and you get a great perception of depth. While I was writing this article I also had my Nokia 7650 upgraded to the latest firmware; both the shop manager at my dealer and the service engineer wanted to know where they could get a copy of the game. While a very limited sample I think it shows that this quality of game for the Symbian OS has significant market potential.

About the WDN Symbian Editor, Richard Bloor:
Richard Bloor has 16 years experience in the IT industry. His earlier work was largely in design and development of commercial and manufacturing systems but more recently has focused on development and test management of government systems.

Richard Bloor is the Mobile Applications champion at System Architecture consultancy Equinox of Wellington, New Zealand.

Richard can be reached at rbloor@wirelessdevnet.com.

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