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RenderWare

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RenderWare
File:RenderwareLogo.JPG
Developer(s)Criterion Software
Initial release1993
Final release
3.7 / 2007
Written inC, C++
Engine
    Operating systemMicrosoft Windows, PlayStation 2, Xbox, GameCube, PSP, Nintendo DS
    Available inEnglish
    TypeGame engine, Middleware
    LicenseProprietary commercial
    Websitewww.renderware.com [dead link]

    Search RenderWare on Amazon.

    RenderWare is a game engine middleware developed by Criterion Software, a British subsidiary of Criterion Games. First released commercially in 1993, it became one of the most widely used third-party 3D engines in the video game industry during the late 1990s and early 2000s, particularly on the PlayStation 2, Xbox, and GameCube. Its acquisition by Electronic Arts in 2004 accelerated its decline, but its technical legacy remains significant. Major franchises such as Grand Theft Auto, Burnout, and Mortal Kombat relied on it as their rendering backbone.

    History

    Origins and early versions (1993–1997)

    RenderWare was born at Criterion Software Ltd, a company founded in 1993 in Guildford, England. At that time, game developers wrote virtually all their own graphics engines from scratch — a costly and time-consuming process. Criterion Software's ambition was to offer a general-purpose 3D engine as a reusable software library, letting studios focus on game design rather than low-level graphics programming.

    The first version of RenderWare targeted DOS and then Windows PCs, at a time before consumer 3D acceleration hardware existed. The engine operated entirely in software rendering mode, handling rasterization, depth buffering, and texture mapping entirely on the CPU. This approach was standard before the arrival of dedicated 3D cards like the 3dfx Voodoo in 1996.

    Early titles such as TrickStyle (1999) and Dave Mirra Freestyle BMX (2000) represent this first generation, where RenderWare was primarily a PC and Dreamcast engine.

    The golden age: the PlayStation 2 era (2000–2004)

    The launch of the PlayStation 2 in 2000 proved a decisive turning point. Its hardware architecture, centred on the Emotion Engine CPU and the Graphics Synthesizer (GS), was notoriously difficult to program efficiently. Criterion Software adapted RenderWare for this complex architecture and released RenderWare 3, which quickly became the reference middleware of the era.

    In 2001, Rockstar Games adopted RenderWare to develop Grand Theft Auto III, the first fully three-dimensional open-world entry in the series. The game's worldwide success brought the engine unprecedented recognition. Grand Theft Auto: Vice City (2002) and Grand Theft Auto: San Andreas (2004) continued this collaboration, demonstrating the engine's ability to handle large urban environments, on-the-fly area streaming, and a high number of simultaneous entities.

    Between 2000 and 2004, Criterion Software claimed over 50% market share among third-party engines on the PlayStation 2, with hundreds of licensed titles shipped worldwide.

    Acquisition by Electronic Arts and decline (2004–2007)

    In August 2004, Electronic Arts acquired Criterion Software for an amount estimated at approximately £48 million. The industry reacted with considerable concern: EA, a direct competitor to many of the studios using RenderWare, had suddenly become the owner of the engine underpinning their games in development.

    Those concerns were quickly borne out. EA ceased active development of RenderWare as a commercial third-party product and redirected Criterion's engineering teams toward the Burnout franchise. Third-party studios, deprived of meaningful support, turned to alternatives such as Unreal Engine, Havok for physics, or invested in proprietary in-house solutions.

    The final official release, RenderWare 3.7, shipped in 2007. It remained in use on a handful of ongoing projects but was no longer distributed to new licensees. The official website renderware.com was progressively abandoned.

    Technical architecture

    Design philosophy

    RenderWare is built around one central principle: hardware abstraction. The engine exposes a single, consistent API to developers regardless of the target platform. Internally, the low-level layers (backends) are platform-specific: rendering on the PlayStation 2 goes through the Graphics Synthesizer, while on PC it can target DirectX or OpenGL. The developer is shielded from these differences entirely.

    The entire engine is written in C (with some C++ in tooling), ensuring maximum portability and near-metal performance. All public symbols follow a systematic prefix naming convention:

    • The prefix Rw identifies core engine objects (RenderWare Core): RwTexture, RwCamera, RwFrame
    • The prefix Rp identifies plugin objects (RenderWare Plugin): RpWorld, RpClump, RpAtomic
    • The prefix Rt identifies utility toolkit objects (RenderWare Toolkit): RtBMP, RtTOC

    The scene graph

    RenderWare organises 3D objects in a hierarchical scene graph structured around two key concepts:

    • An RwFrame is a transformation node in the hierarchy. Each frame holds a 4×4 matrix describing its position, orientation, and scale relative to its parent. Frames can be chained to form skeletons or object hierarchies (a car with rotating wheels, a character with articulated limbs).
    • An RpAtomic is the fundamental rendering unit: it binds a RpGeometry (the 3D mesh) to an RwFrame (its position in the world). The atomic is the object ultimately submitted to the render pipeline.
    • An RpClump is a container grouping multiple RpAtomic objects and their associated frames. It typically represents a complete object (a vehicle, a character) with all its constituent parts.
    • An RpWorld represents the static environment (the level, the city), optimised via a spatial partitioning structure based on a BSP tree (Binary Space Partitioning). This structure enables efficient frustum culling: only the zones visible within the camera's view frustum are submitted for rendering.

    The render pipeline

    RenderWare's render pipeline follows a modular, extensible model based on chained processing pipelines:

    1. Visibility determination: The RpWorld BSP tree is traversed to identify the sectors (WorldSectors) that intersect the camera frustum. An optional occlusion culling pass can further reduce geometry load depending on configuration.
    1. Atomic collection: Visible RpAtomic objects are collected into a render list.
    1. Sorting: Objects can be sorted by distance to the camera, chiefly for correct transparency ordering (back-to-front, painter's algorithm) or to minimise redundant render state changes (state sorting).
    1. Hardware submission: Each atomic is passed to its assigned render pipeline. RenderWare provides a system of customisable pipelines: an atomic pipeline is a sequence of processing nodes (pipeline nodes) that transform geometry data into primitives submitted to the GPU or software rasteriser.

    This pipeline node system allows developers to modify or extend rendering at any stage: inserting a vertex pre-processing step for skeletal skinning, adding a normal mapping calculation, or implementing proprietary special effects.

    File formats

    RenderWare defines its own binary formats, organised as typed chunks (TLV structure: Type, Length, Value):

    Extension Content Description
    .dff Clump 3D model: geometries, materials, frame hierarchy, animation data
    .bsp World Static level with BSP tree for spatial partitioning
    .txd Texture Dictionary Texture container grouping multiple compressed textures (RGBA, DXT, etc.)
    .anm Animation Skeletal animation data (rotation/translation keyframes per bone)
    .col Collision Collision geometry data (extended format, notably by Rockstar Games)

    These formats are read and written via RenderWare's stream system, which handles serialisation and deserialisation through a generic stream abstraction compatible with disk files, memory buffers, and network sockets.

    Textures and compression

    Texture management in RenderWare revolves around RwTexDictionary objects (TXD files), shared containers referenced by multiple scene objects. This architecture allows video memory to be pooled: several models referencing the same textures load only a single instance into VRAM.

    On the PlayStation 2, textures are stored in a proprietary format targeting the Graphics Synthesizer, with support for palettised textures (4 or 8 bits per pixel with a colour lookup table) to conserve the console's limited 4 MB of VRAM. On PC, the engine supports DXT1, DXT3, and DXT5 (S3TC) compressed formats as well as uncompressed 32-bit RGBA.

    Companion systems

    From version 3.x onward, RenderWare was structured as a suite of modular products:

    • RenderWare Graphics: The 3D graphics engine described above, the core of the suite.
    • RenderWare Audio: An integrated audio engine handling sound playback, 3D positional mixing, and DSP effects. Based on Sensaura technology.
    • RenderWare Physics: A physics simulation module covering rigid body dynamics, joints, and collision detection. A direct competitor to Havok for projects already using RenderWare Graphics.
    • RenderWare AI: An experimental artificial intelligence module covering navigation and agent behaviours.

    RenderWare Studio

    To streamline content creation, Criterion Software shipped RenderWare Studio, an integrated development environment enabling artists and game designers to:

    • Assemble scenes from assets exported via dedicated 3ds Max or Maya plug-ins.
    • Preview rendering in real time within the target environment, emulating the characteristics of the intended platform.
    • Configure render pipelines, materials, and physics properties through a graphical interface.
    • Generate final data files (DFF, BSP, TXD) ready for integration into the project build.

    This toolchain was one of RenderWare's strongest commercial selling points: it narrowed the gap between artists and engine code, enabling faster iteration on visuals without requiring programmer intervention for every asset change.

    Distribution and licensing model

    Per-title licensing

    Criterion Software distributed RenderWare under a per-title licensing model common in middleware of the era. Studios paid:

    • An upfront fee to access the SDK, tools, and technical support.
    • A royalty on sales, typically calculated as a percentage of the revenue generated by each shipped title using the engine.

    This model allowed small independent studios to access state-of-the-art technology without investing years of engineering time in an in-house engine.

    The RenderWare SDK

    The SDK (Software Development Kit) was delivered as:

    • Compiled libraries (.lib on Windows, archives on console platforms) specific to each target platform.
    • C header files exposing the complete public API.
    • Technical documentation (several thousand pages in HTML or PDF format).
    • Code samples illustrating key engine features.
    • Exporter plug-ins for 3ds Max and Maya, enabling export of assets in native RenderWare formats.

    Criterion Software provided dedicated technical support to licensed studios through a private web portal (RWZone), giving access to updates, patches, and a technical knowledge base.

    Cross-platform portability

    One of RenderWare's primary sales arguments was its ability to target multiple platforms simultaneously from a single codebase. A given title could be ported from PlayStation 2 to Xbox or GameCube with minimal rewriting, since platform-specific hardware backends were managed by the engine itself. While this promise was never entirely frictionless in practice — memory architectures and relative performance profiles differ significantly between platforms — it represented a substantial productivity gain for multi-platform publishers and became a decisive factor in large-scale adoption.

    Legacy and influence

    RenderWare profoundly shaped the video game industry during the sixth generation of home consoles. It democratised access to real-time 3D for dozens of studios, particularly in the United Kingdom and continental Europe. Its third-party middleware business model influenced later commercial engines, including Unreal Engine (which adopted a comparable licensing structure) and Unity.

    On a purely technical level, RenderWare's modular pipeline architecture, its chunk-based file format system, and its plugin-oriented organisation established conventions that can be found in many engines developed in the years that followed.

    The Electronic Arts acquisition remains a frequently cited case study of the risks inherent in depending on third-party middleware: studios such as Rockstar Games had to migrate to proprietary in-house engines (the RAGE engine) to regain control of their technology pipeline — a process that took years and significant resources.

    Games list

    Game Year Platform(s) Publisher / Developer
    AFL Live 2003 2002 PlayStation 2, Xbox IR Gurus
    AFL Live 2004 2003 PlayStation 2, Xbox IR Gurus
    AFL Live Premiership Edition 2004 PlayStation 2, Xbox IR Gurus
    AFL Premiership 2005 2005 PlayStation 2 IR Gurus
    AFL Premiership 2006 2006 PlayStation 2 IR Gurus
    AFL Premiership 2007 2007 PlayStation 2 IR Gurus
    Airport Tycoon 2000 PC
    AirBlade 2002 PlayStation 2 Criterion Games / Software
    Asterix & Obelix XXL 2004 PlayStation 2, GameCube, PC Atari / Étranges Libellules
    Apache: Air Assault 2010 PC
    Backyard Basketball 2004 1999–present PC, PlayStation 2, Xbox 360, Wii, DS, GameCube, GBA Various
    Battlefield 2: Modern Combat 2005 PlayStation 2, Xbox, Xbox 360 DICE
    Black 2006 PlayStation 2, Xbox Criterion Games / Electronic Arts
    Bleach: Erabareshi Tamashii 2005 PlayStation 2 Sony Computer Entertainment
    Blitz: The League 2005 PlayStation 2, Xbox Midway Games
    Bratz: Rock Angelz 2004 PlayStation 2, GameCube, PC Blitz Games, AWE Games
    Broken Sword: The Sleeping Dragon 2003 PlayStation 2, PC, Xbox The Adventure Company, THQ
    Bully 2006 PlayStation 2 Rockstar Games
    Burnout 2001 GameCube, PlayStation 2, Xbox Criterion Games / Acclaim Entertainment
    Burnout 2: Point of Impact 2002 GameCube, PlayStation 2, Xbox Criterion Games / Acclaim Entertainment
    Burnout 3: Takedown 2004 PlayStation 2, Xbox Criterion Games / Electronic Arts
    Burnout Legends 2005 Nintendo DS, PSP Criterion Games / Electronic Arts
    Burnout Revenge 2005 PlayStation 2, Xbox, Xbox 360 Criterion Games / Electronic Arts
    Burnout Dominator 2007 PlayStation 2, PSP Electronic Arts
    Burnout Paradise 2008 PlayStation 3, Xbox 360, PC Criterion Games / Electronic Arts
    Call of Duty: Finest Hour 2004 GameCube, PlayStation 2, Xbox Activision
    Chinese Paladin 4 2007 PC Softstar Shanghai
    Chinese Paladin 5 2011 PC Softstar Beijing
    Chinese Paladin Online 2009 PC Softstar Taipei
    City Crisis 2001 PlayStation 2 Syscom Entertainment, Take-Two Interactive
    Cold Fear 2005 PlayStation 2, Xbox, PC Darkworks, Ubisoft
    Cold Winter 2005 PlayStation 2 Vivendi Universal Games
    Commandos: Strike Force 2006 PlayStation 2, PC, Xbox Eidos Interactive
    Corvette Evolution GT 2006 PlayStation 2, PC Black Bean, Milestone
    Crackdown 2007 Xbox 360 Microsoft Game Studios
    Darkwatch 2005 PlayStation 2, Xbox Capcom
    Dave Mirra Freestyle BMX 2000 PC, PlayStation, Dreamcast, GBC Z-Axis Ltd., Acclaim
    Dream of Mirror Online 2005 PC Softstar Taipei
    DreamMix TV World Fighters 2003 PlayStation 2, GameCube Red Entertainment
    Eve: Burst Error Plus 2003 PlayStation 2 Game Village
    Evil Dead: Regeneration 2005 PlayStation 2, Xbox, Windows Cranky Pants Games, THQ
    Fate/unlimited codes 2008 Arcade, PlayStation 2, PSP Type-Moon, Cavia, Eighting, Capcom
    Football Generation 2003 Windows 1C Company, FX Interactive, Take-Two Interactive
    Frank Herbert's Dune 2001 PlayStation 2, PC Cryo Interactive
    Gauntlet: Seven Sorrows 2005 PlayStation 2, Xbox Midway Home Entertainment
    G-Nome 1998 PC 7th Level
    Grand Theft Auto III 2001 PlayStation 2, Windows, Xbox Rockstar Games
    Grand Theft Auto: San Andreas 2004 PlayStation 2, Windows, Xbox Rockstar Games
    Grand Theft Auto: Vice City 2002 PlayStation 2, Windows, Xbox Rockstar Games
    Headhunter: Redemption 2004 PlayStation 2, Xbox Sega of America
    Hudson Selection Vol. 3: PC Genjin 2003 PlayStation 2, GameCube Hudson Soft
    Käpt'n Blaubär - Bannig auf Zack 2005 PC Tivola
    Kamen Rider: Seigi no Keifu 2005 PlayStation 2 Bandai, Cavia
    Kill Switch 2003 PlayStation 2, PC, Xbox Hip Interactive, Namco Hometek
    killer7 2005 PlayStation 2, GameCube Capcom
    Madagascar 2005 GameCube, PlayStation 2, PC, Xbox Activision
    Manhunt 2003 PC, PlayStation 2, Xbox Rockstar North
    Max Payne 2: The Fall of Max Payne 2003 PlayStation 2, Xbox Rockstar Vienna
    MLB 2K5 2004 PlayStation 2, Xbox
    Mortal Kombat: Armageddon 2006 PlayStation 2, Xbox, Wii Midway Home Entertainment
    Mortal Kombat: Deadly Alliance 2002 GBA, GameCube, PlayStation 2, Xbox Midway
    Mortal Kombat: Deception 2004 GameCube, PlayStation 2, Xbox Midway Home Entertainment
    Nana 2005 PlayStation 2 Konami
    NBA Ballers 2004 PlayStation 2, Xbox Midway Games
    NFL Blitz 20-03 2002 PlayStation 2, GameCube, Xbox Midway
    NRL Rugby League 2003 PlayStation 2, PC, Xbox Tru Blu Entertainment
    ObsCure 2004 PlayStation 2, Windows, Xbox DreamCatcher Interactive, MC2 France
    Outlaw Golf 2 2004 PlayStation 2, Xbox Global Star Software
    Premier Manager 2005/2006 2005 PC, PlayStation 2 Zoo Digital Publishing
    Pro Evolution Soccer 2 2002 PlayStation, PlayStation 2, PC Konami
    Rayman Revolution 2000 PlayStation 2 Ubisoft
    Red Jets 2006 PC InterActive Vision
    Rich Man 7 2003 PC Softstar Beijing
    Rich Man 7 Plus 2004 PC Softstar Beijing
    Rich Man 8 2006 PC Softstar Beijing
    Rich Man Universe Online 2010 PC Softstar Beijing
    Risk: Global Domination 2003 PlayStation 2 Cyberlore Studios / Atari
    RoboCop 2003 PC, PlayStation 2, Xbox Titus
    Scorched Planet 1996 PC Virgin Interactive / Criterion Games
    S.C.A.R. – Squadra Corse Alfa Romeo 2005 PlayStation 2, Xbox, PC Black Bean, Milestone
    Scar of Sky Online 2010 PC Softstar Taipei
    Secret Weapons Over Normandy 2003 PlayStation 2, Xbox, PC LucasArts / Totally Games
    Shadow the Hedgehog 2005 PlayStation 2, GameCube, Xbox Sega / Sonic Team USA
    Sonic Heroes 2003 PlayStation 2, GameCube, Xbox, PC Sega / Sonic Team USA
    SpongeBob SquarePants: Battle for Bikini Bottom 2003 GameCube, PlayStation 2, PC, Xbox THQ, Heavy Iron Studios, Aspyr
    Stardom 3 2005 PC Softstar Taipei
    Stardom 3 Plus: Valse of Fame 2006 PC Softstar Taipei
    Stardom 3 Plus: Argent Fantasy 2006 PC Softstar Taipei
    Stardom 3 Plus: Sweet Melody 2007 PC Softstar Taipei
    Suikoden III 2002 PlayStation 2 Konami
    Super-Bikes: Riding Challenge 2006 PlayStation 2, PC Black Bean, Milestone
    Tech Deck: Bare Knuckle Grind 2005 Xbox Visionscape Interactive
    Teenage Mutant Ninja Turtles: Mutant Melee 2005 GameCube, PlayStation 2, Xbox, PC Konami
    The Incredibles: Rise of the Underminer 2005 Mac OS X, GameCube, PlayStation 2, Windows, Xbox THQ
    The Incredibles 2004 Mac OS X, GameCube, PlayStation 2, Windows, Xbox THQ, D3 Publisher
    The Settlers: Heritage of Kings 2004 Windows Ubisoft, Blue Byte
    The Settlers: Rise of an Empire 2007 Windows Ubisoft, Blue Byte
    The SpongeBob SquarePants Movie 2005 GameCube, PlayStation 2, PC, Xbox THQ, Aspyr, Heavy Iron Studios
    The Sword of Etheria 2005 PlayStation 2 Konami
    The Warriors 2005 PlayStation 2, Xbox Rockstar Toronto, Rockstar Games
    Tony Hawk's Pro Skater 3 2001 GameCube, PlayStation 2, PC, Xbox Neversoft, Activision
    Total Overdose 2005 PlayStation 2, Xbox, PC SCI Games
    Toxic Grind 2002 Xbox THQ, Blue Shift Inc.
    TrickStyle 1999 Dreamcast, PC Acclaim Entertainment, Criterion Games
    Wangan Midnight Maximum Tune 2004 Arcade Genki, Namco
    Wangan Midnight Maximum Tune 2 2005 Arcade Genki, Namco
    Without Warning 2005 PlayStation 2, Xbox Capcom Entertainment
    Xuan-Yuan Sword V 2006 PC DOMO Team, Softstar Entertainment
    Xuan-Yuan Sword Plus: Cloud of the Han 2007 PC DOMO Team, Softstar Entertainment
    Xuan-Yuan Sword Plus: The Far of Cloud 2010 PC DOMO Team, Softstar Entertainment
    yourself!fitness 2004 PlayStation 2, Xbox, PC responDESIGN
    Zanzarah: The Hidden Portal 2002 PC (Windows) Funatics Development, THQ
    Zatch Bell! Mamodo Battles 2005 GameCube Bandai, Eighting

    See also

    External links

    Template:Criterion Games


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