Qube releases Q 2.1

Qube releases Q 2.1

By Ed Fear

July 21st 2008 at 11:16AM

Flexible engine's first point release includes script debugging and new shader and scene rendering plugins

Qube software has updated its flexible game engine Q to version 2.1.

Leading the feature charge is an enhanced scripting system, now offering a C++-like language that allows the complete Q API and users' own objects to be accessed via script that runs on a multi-threaded runtime. To complement the new scripting system, Qube have also added a complete integrated debugger with breakpoints, step-in/out, threads and watches.

Also featuring in the update are new shader and scene rendering plugins, which the company says are so easy to add that they'll continue to expand the built-in library of rendering effects with future releases.

“Not all developers have the time or the inclination to get deep into native code,” said Q program manager Jamie Fowlston.

“Scripting and debugging, as well as the additional shaders, are all tools that make Q a better off-the-shelf solution as well as one that studios can customise to their hearts’ content.”

The firm says that the update is part of the 'programme of continuous improvement' that sees monthly engine improvements. “The same architecture that makes Q the only true cross-studio solution also makes it quick and easy for us to add new features,” said Qube CEO Servan Keondjian, “because even major Q updates don’t break compatibility with code and data built on older versions.”  

“What we’re doing is adding plug-ins using exactly the same process as studios use to build their own. So Q is simply more responsive to clients’ needs than any other middleware on the market, whether that be through Qube adding new features or through studios doing it themselves.”