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About OTOY

JulesWorld LLC
13351-D Riverside Drive # 620
Sherman Oaks CA 91423
Email: info@otoy.net
Tel: (818) 762-2307
Fax : (818) 301-1957

What is OTOY?

OTOY is an 800k web plug-in that enables cinematic quality 3D


rendering in a browser with compressed content streams that load in
seconds. OTOY web browser applications include next generation games,
3D virtual communities, instant messaging and social networking
applets, and application and desktop sharing tools. OTOY can seamlessly
mix HTML, Flash, Java and other rich media content within its core
rendering and script engines - enabling unique and powerful web
applications that can be built around existing web sites and services.

The OTOY engine operates on top of a 125k stub (AX control, NSP or
Xtra) that installs once and seamlessly upgrades the rest of the engine
whenever new features are added. There have been over 70 million
downloads of the AX control stub. The OTOY engine (above the stub
layer) is 100% cross platform and has been ported to Windows CE, Mac
OS9 and Mac OSX.

The complete OTOY 1.0 SDK (bundled with the Groove GX SDK) is
currently available for free evaluation to developers upon request
(email: sdk@otoy.net).

OTOY 1.0 features:

- super fast software rendering (surpassing many DX7 and DX8 cards at
640x480) with 100% support across all types of systems
(see http://www.otoy.com/city/)
- simple to use scripting language - very easy migration from Flash,
Director or C++
- average 6-8 week development time line for games
- scene graph and collision system optimized for very large worlds -
ranging from infinite terrain to indoor scenes
- proprietary compression for Audio (2x better than MP3), lossy image
(5x better than JPG, 1.5x better than JPEG200), lossless image (2x
better than PNG) and lossless data and text (25% better than ZIP)
- voxel space rendering for cinematic scenes
- imaging support in software (hand optimized ASM code for x86 on
Intel Macs and PCs): includes all Photoshop and Director blend modes,
real time full screen dilation, glows, blur, toon shading,
convolutions, flood fills, color keying, CMYK/HSV/RGB conversion,
vector drawing, noise effects, flare generation.
- Real time switching between full screen, windowed, and embedded
browser modes
- Helper API for Sockets (TCP/IP, UDP), md5, fuzzy search, regular
expressions, 3D math, physics and animation control
- SDK includes 300 pages of documentation, art tools, and 20 example
projects with source code and media.

OTOY 2.0 is currently in beta testing and is scheduled for deployment


in Q2 2006. The OTOY 2.0 engine will transparently install on systems
which already have the OTOY 1.0 plug-in.

NEW features in OTOY 2.0:

- cinematic rendering using 3D hardware on systems with Shader Model 2


cards (i.e. DX9 cards introduced in 2002 or later), including Intel
integrated graphics chipsets which account for nearly half of 3D
hardware enabled systems. (All screen shots in the gallery are direct
captures of the engine rendering in real time with no post processing, using shader model
- freely mix Flash7 and 8 content, Director DCR files, PDFs, Office
documents, OTOY signed executables and HTML elements within 3D scenes
and surfaces, with full support for native transparency, keyboard and
mouse events -- all within an embedded browser environment.
- directly access Flash, JAVA, PDF, MS Office and HTML/JavaScript
objects, events and variables in OTOY scripts
- new software renderer with support for 128-bit HDR textures/frame
buffers, normal maps
- complete abstraction of the 3D rendering engine - same script code
works in software, GL, DX8 and DX9 modes
- authoring tool built into each player
- script engine transparently compiles scripts into GPU code when
possible - allowing complex unified shaders and procedural effects to
be written in OTOY's simple native scripting language (see the head and
fly renderings in our gallery for examples of complex skin shaders
written entirely in OTOY script)
- hardware accelerated versions of all OTOY 1.0 ink effects and filters
- high level API for automatically handling dynamic tangent mapping on
procedural meshes, wrinkling for crumpled surfaces, ambient
occlusion+bent normals, HDR lighting models for sun, water and sky,
perlin noise generation, Shader Model 4 emulation (vertexIDs, GPU physics,
system memory access), bones and skinning, subsurface scattering, BRDF
renderman loaders, dynamic area lighting and shadows, glare, bloom,
NPR, AA+HDR on Nvidia cards, fast exposure control, accelerated tone
mapping, deferred shading with limited RTs on old cards, soft focus
effects, fast chromatic dispersion and fresnel effects, displacement
maps, spline primitives, smart AA filters, mirrored surfaces, fast GI
solutions for objects moving through dynamic and static scenes.
- run time loading of ZIP, HDR, 3DS, OBJ, X, DXF, LWO and external
script assets directly in the engine
- wrappers for basic web API services (i.e. loading image search
results into textures)
- wrappers for Quicktime, WMV and Real media.

The OTOY 2.0 beta program is currently limited to existing OTOY 1.0 content developers.

2
Licensing OTOY

OTOY 1.0 commercial licenses are granted on a per project basis.


Please contact sales@otoy.net for more information.

OTOY 2.0 will introduce a new 'indie' license targeted at game


developers and end users who wish to publish their own content using
the free OTOY 2.0 developer tools. It will allow developers and end
users to create and deploy commercial web and widget content for free
and with few restrictions (i.e. no phishing applications, modified runtime etc.)
through the indie 'sandboxed' OTOY 2.0 web
player framework on desktop PCs and Macs.

Commercial licenses for additional portions of the OTOY 2.0 technology


will be available for sites and clients that may need the following
custom solutions:

- deploying content through unbranded or re-branded versions of the


OTOY 2.0 web player
- deploying OTOY content for media or devices not explicitly covered
through the OTOY 2.0 indie license - including consoles,
television/DVD, kiosks and offline executables.
- deployment of persistent desktop objects, avatars and agents through
the OTOY Desktop API
- per site web browser reskinning - from within the browser
- creation of custom web browsers, desktop shells and IM clients
through the OTOY Desktop API
- complete OLE, COM, .NET or EXE application control from script
- direct access to native DLLs or binaries in script
- digital signing key API for developer content or payment processing
of DRM media and assets (with subkeys that can be granted to users for
runtime content creation or usage)
- direct API access to the following Network services: P2P, encryption
(EC and RSA), VOIP, AOL/AIM/ICQ/MSN access, FTP, low level HTTP, raw
UDP and TCP binary, epoch time stamps
- direct access to drag and drop API for files, content and media,
including assets in other running applications
- direct access to built in OTOY server modules for web hosting
applications, and operating game/chat servers
- porting OTOY to additional platforms (i.e. set top boxes, mobile
devices)
- virtual runtime tools - enables OTOY content to stream onto thin
clients using either AJAX, Flash or Java - no binary plug-in required.

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