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RenderWare
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==Overview== Released in 1993,<ref>{{cite magazine|date=October 1996|title=NG Alphas: Criterion Studios|url=https://archive.org/details/nextgen-issue-022/page/n131/mode/2up|format=[[PDF]]|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=22|pages=130β4|access-date=February 4, 2020}}</ref> RenderWare was a [[3D computer graphics|3D]] [[Application programming interface|API]] and graphics rendering [[Game engine|engine]] used in [[video game]]s, [[Active Worlds]], and some [[VRML]] browsers. RenderWare was developed by [[Criterion Games|Criterion Software Limited]], then a subsidiary of [[Canon (company)|Canon]]. It originated in the era of software rendering on [[Central processing unit|CPU]]s prior to the appearance of [[GPU]]s, competing with other libraries such as [[Argonaut Games]]'s [[BRender]] and [[RenderMorphics]]' [[Reality Lab]] (the latter was acquired by Microsoft and became [[Direct3D]]). Renderware 4 was revealed at GDC 2004.<ref>{{Cite web |last=Fahey |first=Rob |date=23 March 2004 |title=GDC: Criterion reveals next-generation Renderware products |url=https://www.gamesindustry.biz/articles/gdc-criterion-reveals-next-generation-renderware-products |access-date=2022-03-26 |website=GamesIndustry.biz |language=en |archive-date=2022-03-26 |archive-url=https://web.archive.org/web/20220326212639/https://www.gamesindustry.biz/articles/gdc-criterion-reveals-next-generation-renderware-products |url-status=live}}</ref> It was licensed over 200 times. The scope went towards an integrated [[middleware]] with low level APIs for rendering, physics, audio, AI all of which are extensible through plug-ins which also serve the official high-level API. The aim was to reduce the learning curve by also including service and support for licensees. With '''RenderWare Studio''' an [[integrated development environment]] including a debugger was included.<ref>{{Cite journal |last=Guilbert |first=Oskar |date=2004 |title=RenderWare: Speed up the 3D Application Production Pipeline |url=https://diglib.eg.org/handle/10.2312/egt20041033 |journal=Eurographics 2004 - Tutorials |doi=10.2312/EGT.20041033 |issn=1017-4656 |publisher=[[Eurographics]]}}</ref> RenderWare themselves claimed a 70% marketshare across studios that choose an external engine in 2003.<ref>{{Cite web |last=Callaham |first=John |date=23 October 2002 |title=RenderWare Interview |url=http://www.homelanfed.com/index.php?id=9856 |url-status=usurped |archive-url=https://web.archive.org/web/20031208124348/http://www.homelanfed.com/index.php?id=9856 |archive-date=8 December 2003 |website=HomeLan Fed}}</ref> RenderWare's principal commercial importance was in providing an off-the-shelf solution to the difficulties of PS2 graphics programming. As such, the engine was often described as "Sony's DirectX" during this era which was a reference to its surrounding framework and toolchain middleware.{{clarify|date=October 2018}} Prior to version 2, an external programming or scripting language was required to take advantage of RenderWare. RenderWare 2, on the other hand, has its own internal scripting language, RWX (RenderWare script), but in RenderWare 3 RWX support was removed. This next iteration focused on a binary model file format. As with the previous version increment, Criterion removed support for RenderWare 3's formats in RenderWare 4. RenderWare is [[cross-platform]]: it runs on [[Microsoft Windows|Windows]] as well as [[Apple Inc.|Apple]] [[Mac OS X]]-based applications and many video game consoles such as [[GameCube]], [[Wii]], [[Xbox (console)|Xbox]], [[Xbox 360]], [[PlayStation 2]], [[PlayStation 3]], and [[PlayStation Portable]]. RenderWare is no longer available for purchase, although [[Electronic Arts]] still honors old contracts, meaning that external developers who licensed the technology before the Criterion acquisition may still use the software. What was RenderWare 4 has dissolved into the rest of EA internal tech. During a 2007 Gamasutra interview, [[Bing Gordon]], EA [[Chief creative officer|CCO]], has stated that RenderWare did not perform well enough for next-gen hardware, graphics wise, and that RenderWare did not stand up to competition, such as [[Unreal Engine]] from [[Epic Games]]. He has also stated that the RenderWare team is "mostly a dev house".<ref>{{Cite web |last=Sheffield |first=Brandon |date=23 May 2007 |title=Bing There, Done That: EA's CCO Talks... Everything |url=https://www.gamasutra.com/view/feature/129855/bing_there_done_that_eas_cco_.php |access-date=2022-03-26 |website=[[Gamasutra]] |language=en |archive-date=2021-08-24 |archive-url=https://web.archive.org/web/20210824141733/https://www.gamasutra.com/view/feature/129855/bing_there_done_that_eas_cco_.php |url-status=dead}}</ref>
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