Something went wrong. Try again later
    Follow

    Glacier Engine 1

    Concept »

    The Glacier 1 engine was created in 1998 by IO Interactive, and have been running most of all IO Interactive's games since. The Glacier 1 engine is by 2011 retired through the announcement and upcoming release of the newer and stronger Glacier 2 engine, in the latest franchise Hitman: Absolution.

    Short summary describing this concept.

    No recent wiki edits to this page.

    Overview

    The Glacier 1 game engine was created by IO Interactive in 1998 and was used publicly for the first time in the year 2000, with the release of IO Interactives first game, Hitman: Codename 47. With the announcement of Hitman: Absolution the new game engine Glacier 2 was set to be a "clean cut" from the Glacier 1 engine, thereby retire-ring the 12 year old engine with over a handful of succesful games.

    Facts

    Creator:

    I.O. Interactive

    Operating Systems:

    Windows-, Xbox- & Playstation systems

    Number(s) of games:

    8

    Graphics API:

    OpenGL, DirectX

    Programming Language:

    C/C++

    Technical information

    General features:

    Object-Oriented Design, Plug-in Architecture, Save/Load System with more.

    Scripting:

    A flexible, object-oriented script that can be assigned to custom-programmed objects and thereby enable them to participate in the AI-state machine. The usage of scripts allows behavior to be changed at runtime. The language is event-driven and state-based.

    Artificial Intelligence -AI:

    • Pathfinding
    • Finite State Machines
    • Decision making
    • Scripted hierarchical 3D path planner supporting teleports and special moves including: (Climbing latters, stairs, going through holes and so forth...)

    Different physics:

    • Basic physics
    • Collision detection
    • Rigid body
    • Vehicle physics
    • Advanced collision detection - Precise at polygon level or a simpler level of detail if needed
    • Advanced dynamics - Real time calculated cloth and hair on character, plants, hanging bridges etc.
    • Rigid body dynamics - Making it possible, to make objects and rag-dolls very realistic
    sizepositionchange
    sizepositionchange
    positionchange
    positionchange
    positionchange
    bordersheaderpositiontable
    positionchange

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.