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 Q&A Khashayar Farmanbar
Chief Executive Officer
Agency9
April 2006
 

 

 

"AgentFX offers a large world support, character animation, programmable particle system, real-time shadows, render-to-texture, multi pass rendering, and the list goes on and on. "

 

< AgentFX in Action

   
Q1 Please give a brief presentation of Agency9 and its activities.
A1 Agency9 is a Swedish company developing and licensing advanced, general purpose, 3D-engine, called AgentFX, current version is 2.4 . AgentFX offers advanced features including:
• Real-time shadow volumes
• Vertex and pixel shaders
• Out-door / in-door rendering
• Character animations
• Full Collada interchange format support
We are devoted to following open and wide-spread standards in order to lower the risks for our clients. By investing in learning and utilizing the features of AgentFX, our clients are gaining knowledge in Java, 3D-programming, OpenGL and Collada, all of which are reusable know-how for their coming projects. At the present we are experiencing an increased demand for AgentFX all over our user base.
The development of the engine started at the end of year 2000 by Khashayar Farmanbar and Tomas Karlsson. At the end of 2002 we found the first commercial clients for AgentFX (at that time version 0.97) and the legal entity Agency 9 AB was founded. AgentFX was initially created as part of a project to deliver a web-based game, since the alternative platforms Flash and Director are very limited and offer poor 3D quality.
   
Q2 What kind of applications is AgentFX targeted at? Who is your customer's typical profile?
A2 The bulk of our customers are from Automation, Industrial visualization and defence/security sector. These customers use the PC platform (Windows, OS X, Linux/Unix/BSD) and our technology allows them to easily move across the platforms within their own organization. The possibility to deploy the application through the web dramatically reduces the installation/update costs. The application only needs to be updated on the server. The end-user clicks on a link on a public web-site or a secured intranet and runs the latest version.
There are some on-going game projects based on AgentFX, mostly by start-up companies. Currently game development in Europe and Northern America is very centralized on consoles, with a user-base derived of 40 million sold consoles 2003-2005 and an expectancy of additional 22 million consoles sold during 2006.
However there are over 670 million PC users around the globe and we are experiencing an increased interest for AgentFX. Game studios are looking on ways to capitalize on the PC market and its huge number of users. Our technology is ideal for PC games, casual games and "true on-line" games; that is games that can run directly from your browser with the same 3D quality as regular AAA-titles.
We haven't met any geographical barriers yet, as our clients range from USA, South America, Europe, Australia and other places.
   
Q3 Like Java3D, AgentFX relies on Java for cross-platform programming and OpenGL for hardware-accelerated rendering. What are the most important benefits of using AgentFX technology over Java3D?
A3 Java3D is just a scene graph where you get little or no control over the rendering process. It lacks the performance and any of the advanced features offered in AgentFX. It also suffers from an unstable frame rate.
AgentFX is a scene graph where you have complete control over the rendering process and we also have a set of high level tool kits. We offer large world support, animation, collision detection etc. The scene graph has been designed so that the user user can fast and easy write complex algorithms, such as shadows, reflection or portals. We have worked very hard to assure that there is no or very little overhead in this level compared to working directly with OpenGL. On top of that we have the high-level tools such as portals and animation etc.
In our benchmarks we've found that we greatly surpass the performance of Java3D. Although benchmarking is a complicated matter; measuring raw performance in terms of number of polygons on the screen will only measure the performance of the graphics card. For a meaningful benchmark you need a real life scenario that is implemented on both engines that you could test and compare, such as large world walk through with collision detection etc. The problem is that Java3D hasn't any support for the advanced features you find in AgentFX, such as large world support, character animation, programmable particle system, real-time shadows, render-to-texture, multi pass rendering, and the list goes on and on.
   
Q4 What about AgentFX's learning curve?
A4 If you have any previous knowledge of 3D graphics such as OpenGL or some other Scene Graph you will probably feel at home. If you don't have such knowledge it may take a while to get used to all the "fuzz" words of 3D graphics.
Included in the package are examples with source code, API documentation and manuals, and we are of course expanding the documentation constantly. We found out that parts of our manual is being used at graphics programming courses at Stanford University, so we figure it has to be good :-)
Our developer community is focused on development and problem solving and is a good place to find information and ask questions.
   
Q5 The demos you show on your website are distributed as standalone Java Web Start applications. Is it possible to embed AgentFX 3D content directly in a web page?
A5 It is possible to embed AgentFX into a web applet. Although we don't recommend that since the file structure of Java VM requires the OpenGL-binding native files to be present in the {java_home}/lib/ext directory. If a Java application is using another version of the bindings you might run in to versioning problems. We are looking into solving this problem, but until than we don't recommend putting any files into the {java_home}/lib/ext directory.
   
Q6 Right now, AgentFX development relies on the Eclipse IDE, which is heavily programmer-oriented. Do you have plans of building a more designer-friendly IDE for your technology?
A6 AgentFX is a SDK (Software Development Kit) and you need a programming IDE in order to develop with AgentFX. Eclipse, NetBeans, JBuilder, IntelliJ and xCode are some IDEs that can be used.
We've tried out some more "designer friendly" interface and we haven't found any that can combine development flexibility with a usable graphical interface. It is easy to do a game-editor, for example a FPS-editor or a racing editor. But we offer a general purpose 3D engine used in a wide variety of different applications and our customers value the freedom and the flexibility. Having said that I don't want to say that it won't happen in the future, we are still looking for usable ideas to increase usability.
   
Q7 How the use of Java technology impact 3D performances? How many textured triangles per second can your engine render?
A7 In our tests we have not seen any drawbacks by using Java technology. Our only limitation is the one that the graphics card imposes. As to answer your question on the number of textured triangles per second, it is totally depended on you graphics card and you would probably get the same performance as on any of the top-ten engines out there, such as Unreal Engine.
The big break came with the release of the hotspot engine for Java VM, since the code is optimized on the fly. This offer a performance enhancement that is not possible with the traditional native-compiled technologies, such as C/C++. Extrapolating this progress we will probably in the future see the best results from applications running on top of a VM, where the code is adapted and optimized during execution.
   
Q8 Do you consider the size of downloaded files still an issue, at the time of cheap broadband access?
A8 The engine is less than a couple of MB to download. The rest is made up by content. It is up to the application/game developer to find a suitable level of content vs MB for their target market. Personally I don't think that bandwidth is going to be any problem, especially since there are ways to download once and reuse the cached data.
   
Q9 Do you plan to deliver content creation tools for embedded devices such as PDAs or Smartphones?
A9 We are currently in discussion with mobile phone companies regarding AgentFX Mobile Edition. AgentFX is prepared for the standards OpenGL ES and J2ME, however it would be pre-mature to promise any release of AgentFX Mobile Edition and what such a package might contain.
   
   
   
   
 
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