SigEngine is engineered specifically for the development of multi-platform 3D games and simulations. At Signal, we believe the most important metric of our engine’s success is the productivity of its users. Keeping everyone working efficiently and without impediment is the key to the realization of high quality games. To this end, we have developed a suite of tools and engine features which we believe empower the entire team.
SigEd is our one-stop level design and entity creation tool. Facilitating rapid prototyping and fast iteration times, SigEd enables instancing, hierarchical construction, referencing, terrain creation, asset remapping, dynamic lighting/shadowing in-editor, and helper geometry creation. Attach scripts to any object in the scene, create arbitrarily complex scenes which can then be referenced into other scenes. SigEd is a complete solution for creating dynamic worlds of all types.
The pipeline begins with our modelling package plugins, featuring an in-viewport renderer using the game shaders. This means artists don’t even have to export to view their models using the engine’s renderer – they’re already looking at it! Update shaders, modify textures, and everything reloads in the modelling package automatically. With the combination of SigShade and MatEd, our shader and material editors, artists can create shaders and materials using an intuitive, graphical interface. Artists no longer need to wait for a programmer at any point in the pipeline.
SigAnim, coupled with a powerful script interface, exposes all the power of our animation engine. Supporting arbitrary sub-skeleton partial blending, track layering, additive animations, and motion extraction, our animation system is capable of extremely dynamic animation-based sims, while keeping the authoring control strongly in the animator’s hands.
SigEngine offers a clean object-oriented code-base, with clear module and library encapsulation. Designed and coded from the ground up for multi-platform development, game programmers are free to focus on the game code without worrying about platform-specific details. With embedded profiling functionality, C++ reflection-based auto-serialization, and a robust debug layer and “developer menu” for on the fly tweeking, programmers will feel that they are backed by a flexible, efficient, and maintainable code base.
Interested parties should send inquiries to email@example.com/sig.