22 Futuristic Vehicle Front Concept Image 22 Futuristic Antarctica Racing Track Environment Concept Image 22 Futuristic Vehicle Rear Concept Image


22 Racing Series

22 Video Game Logo

22 Racing Series brings you adrenaline fuelled high speed racing with a layer of real time strategy and team play to bring you a racing experience like you’ve never had before. Collect resources as you play and use them either to boost, or upgrade your vehicle in race time and achieve fastest sector times to monopolise parts of the track and lock out resources you and your team.

Check the 22 Racing Series website for up-to-date project news

22 Racing Series: World Championship

SKU: PC, XboxOne, PS4
Genre: RTSR - Real Time Strategy Racing
Beta Release Date: Q4 2018
Prototype Release Date: Q1/Q2 2019



CONCEPT GALLERY
22 Racing Series - Vehicles
Prototype Development
22 Racing Series - Environments
Prototype Development - Antarctica GP track - Circa 2115





VR Driver Training

driver training for all vehicle types
And drivers at
all skill levels

Developer: GOATi Entertainment Pty Ltd
Engine: Revgine (Proprietary)

Using a comprehensive set of technologies and features to create the most realistic and adaptable driver training simulation possible.



VR Driving Simulator - Traffic Lights VR Driving Simulator - Traffic Lights

VR Driving Simulator - Traffic Lights VR Driving Simulator - Traffic Lights





Real-Time Traffic Simulation

Adaptable & emergent AI

Our 'ground up' approach to traffic simulation allows the flexibility to design an intersection or road network and then run emergent AI to test intersection performance in real-time, create videos and generate reports.

This emergent AI system allows for real-time traffic adaptation to conditions changing on the fly, including signal changes, time of day, rain, snow, traffic incidents etc. And last but not least, even allowing you to get onto the road and drive as a part of the simulation yourself to experience the network from a road users point-of-view and test traffic adaptability.

This is achieved with a behavioural based system where our AI are able to;

  • Operate vehicles built upon detailed and advanced vehicle physics, calculated in real-time
  • Have unique behaviour profiles
  • Use real-time path-finding
  • Have road network and traffic awareness that they use to decide on appropriate/desired behaviours
  • Can respond to changing weather and traffic conditions. e.g. Reduced tyre friction in wet weather, dynamic 'gap acceptance' tolerances etc
  • Can respond to humans drivers interacting with them in the simulation


You can find some videos in our Youtube Playlist
If you'd like to find out more, then please get in touch with us at info@goatientertainment.com




Released Titles Using our Technology

Released Titles Featuring Revgine

AO - International Tennis
Released Date: May 2018
Released on: Steam (PC), XboxOne, PS4
Developer: Big Ant Studios
Publisher: Tru Blu Entertainment
Integration: 'Revgine' graphical API "eight::gx"



Ashes Cricket
Released Date: November 2017
Released on: Steam (PC), XboxOne, PS4
Developer: Big Ant Studios
Publisher: Tru Blu Entertainment
Integration: 'Revgine' graphical API "eight::gx"



Rugby League Live 4
Released Date: July 2017
Released on: Steam (PC), XboxOne, XboxLive, PS4
Developer: Big Ant Studios
Publisher: Tru Blu Entertainment
Integration: 'Revgine' graphical API "eight::gx"



Don Bradman Cricket 17
Released Date: December 2016
Released on: Steam (PC), XboxOne, PS4
Developer: Big Ant Studios
Publisher: Tru Blu Entertainment
Integration: 'Revgine' graphical API "eight::gx"



Rugby League Live 3
Released Date: September 2015
Released on: Steam (PC), XboxOne, PS4, Xbox360, PS3
Developer: Big Ant Studios
Publisher: Tru Blu Entertainment
Integration: 'Revgine' graphical API "eight::gx"



Don Bradman Cricket
Released Date: Feb 2015
Released on: XboxOne, PS4
Developer: Big Ant Studios
Publisher: Tru Blu Entertainment
Integration: 'Revgine' graphical API "eight::gx"







Revgine

Proprietary Engine Technology
Our core philosophy revolves around simplicity and efficiency

  • Simple systems are easy to optimize for efficient runtime performance
  • Efficient runtime performance allows us to worry more about creativity instead of technical limitations
  • Simple systems are easy to change as the needs of our production staff change
  • Efficient workflows for artists and content creators allows us to do more work for less cost




Multi-core CPU support from the ground up
  • Built to scale from low-power single-core devices up to the 32-core CPUs of the future
  • No loss of determinism or dangerous abstractions - this is multi-core made easy
  • Multiple higher-level processing paradigms supported;
    • The 'main loop' defaults to SPMD style; single-threaded is a special case
    • Job/Task pool abstraction for heterogeneous async computing
    • Automatic task graph decomposition from traditional serial code, using messages and futures
    • Efficient implementation of the Actor Model for automatic parallelisation of OOP systems
    • Full integration with ispc – for high performance SIMD and SPMD code generation
  • Low level primitives: Atomics, thread-locals, thread pools, locks and spin loops, lock-free data structures


State of the art rendering technology
  • Rendering APIs are designed with flexibility as a primary concern to easily add or modify;
    • Lighting pipelines, such as Forward+, Deferred, Clustered, Inferred
    • Shading models / BRDFs
    • Shadowing algorithms
    • Scene management techniques
    • Post-processing and special effects
  • Fully dynamic scenes, lighting and time-of-day
  • Physically-based shading with global illumination;
    • Reproduction of dielectrics, conductors, retroreflectors, anisotropic highlights, translucent scattering and participating media.
    • Accurate bounce lighting and ambient specular via Image Based Lighting and real-time sphere-tracing techniques.
  • True floating-point HDR rendering pipeline using radiometric units throughout
  • Filmic and photographic post-processing controls ‐ Emulation of F-stop, ISO, shutter speed, focal length and sensor/film-stock adjustments
  • Oculus Rift VR, Sony Morpheus VR, Stereo 3D, multi-monitor and UltraHD ready




Flexible and efficient workflows
  • Real-time refresh of all asset types for extremely fast content iteration times;
    • Automatic source data change detection and recompilation
    • Data compiler tool instructs running game instances to re-load modified assets
  • Extensible plugin-oriented data compilation with automatic dependency tracking
  • Load-in-place data formats used to reduce on-load/parse computations to almost nil
  • Native asynchronous streaming of all asset types
  • Compressed data archive support for shipping builds
  • Network file-system support for development builds


Debugging and performance analysis tools
  • Integrated testing framework to avoid regression or 'broken builds'
  • Per-module assertion and logging filtering
  • Crash dump generation
  • Live Lua debugger/IDE connection and code reloading
  • Intrusive block-based code profiling of multi-core CPU and GPU workloads
  • WebSocket host, providing live data inspection and modification capabilities to external browser-based and desktop tools



Designed with cross-platform pitfalls in mind
  • Compile-time selection of engine modules minimizes abstraction penalties, while preserving platform-agnostic game code
  • Per-platform data formats preserve efficiency and native conventions
  • Unified and elegant APIs, built to expose the full feature set of Xbox One, PS4, Xbox 360, PS3 and other devices, while remaining flexible, simple and efficient
  • Asset bundles for each platform are automatically created by our proprietary content build system
  • Many back-end implementations are planned



Detailed vehicle and physics simulation
  • Advanced tyre simulation, wheels with Ackermann geometry, caster, camber and toe angles
  • Collision testing against smooth, curved surfaces
  • Aerodynamic forces: air resistance, downforce and lift
  • Torque curves, gear ratios, clutch, differentials, shock absorbers, stabilizers
  • Difficulty assists: ABS, traction control, keyboard steering assistance




Flexible multi-player and networking systems
  • Authoritative client-server, peer-to-peer and hybrid topologies supported
  • Separate physics replication strategies for low-latency and extremely high-latency networks
  • Server-based post-match cheat detection and peer validation
  • Cloud infrastructure for;
    • User accounts, authentication and authorization
    • User-generated content sharing
    • Matchmaking and server browsing
    • Hosting of dedicated servers
    • Organization for e-sports style tournaments




Integrated scripting, serialization and reflection bindings
  • A simple data-description API allows decoration of any C++ type with;
    • Lua bindings (support for other languages also planned and designed-for)
    • Serialization / de-serialization functions, to binary formats, JSON, or similar
    • Generic type reflection
    • Deferred execution of method calls (as ‘messages’ with ‘future’ return values)
  • Generated Lua bindings are extremely lightweight, with minimal inefficiency in crossing the C++ Lua boundary;
    • Dynamic type validation of C++ objects can optionally be disabled for shipping builds, for maximum performance




Open source components
  • The engine’s core layer (not the high-level modules or tools) will be released as a permissive open-source project
  • An experimental/undocumented version is already available for the brave;