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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=]|magazine=]|publisher=]|issue=22|pages=130–4|access-date=February 4, 2020}}</ref> RenderWare is a ] ] and graphics rendering ] used in ]s, ], and some ] browsers. RenderWare was developed by ], then a subsidiary of ]. It originated in the era of software rendering on ]s prior to the appearance of ]s, competing with other libraries such as ]'s ] and ]' ] (the latter was acquired by Microsoft and became ]). 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}}</ref> |
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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=]|magazine=]|publisher=]|issue=22|pages=130–4|access-date=February 4, 2020}}</ref> RenderWare is a ] ] and graphics rendering ] used in ]s, ], and some ] browsers. RenderWare was developed by ], then a subsidiary of ]. It originated in the era of software rendering on ]s prior to the appearance of ]s, competing with other libraries such as ]'s ] and ]' ] (the latter was acquired by Microsoft and became ]). 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}}</ref> |
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RenderWare's principal commercial importance was in providing an off-the-shelf solution to the difficulties of PS2 graphics programming. It was almost describable as "Sony's DirectX" during this era—although the name refers to 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). However, 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. |
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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). However, 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. |
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RenderWare is ]: it runs on ] as well as ] ]-based applications and many video game consoles such as ], ], ], ], ], ], and ].{{Citation needed|date=December 2007}} RenderWare is no longer available for purchase, although ] 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.{{Citation needed|date=December 2007}} During a 2007 Gamasutra interview, ], EA ], 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 ] from ]. 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=] |language=en}}</ref> |
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RenderWare is ]: it runs on ] as well as ] ]-based applications and many video game consoles such as ], ], ], ], ], ], and ].{{Citation needed|date=December 2007}} RenderWare is no longer available for purchase, although ] 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.{{Citation needed|date=December 2007}} During a 2007 Gamasutra interview, ], EA ], 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 ] from ]. 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=] |language=en}}</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. 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). However, 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.