Intense X Official

Intense X, formerly known as Intense AI or Intense Dialogues, is a 3D computer game plug-in for the 3D Game Studio Engine. Intense X allows game designers with or without programming experience to create the games they want, using no programming at all.

Intense X was started by two independent game developers in 2003 and was originally intended to be sold as separate products depending on the needs of the client. The first product released, created on the A4 Game Studio Engine, was Intense Dialogues. Intense Dialogues was a revolutionary product for its time, adding dialogue to your game with little programming. Shortly afterwards, Intense Path Finding, a freeware path finding solution, was released to the Game Studio community.

Development of Intense AI, an artificial intelligence plug-in to add realism to game NPCs, began in 2004. During development, a new vision was realized. The idea came to make a complete plug-in for the 3D Game Studio Engine that allowed Game developers to make the games they want without needing any programming.

Intense X Beta was released in 2007. Shortly after release, the next generation Game Studio engine was released and Intense X was rebuilt from the ground up. Intense X Copper was released for Presale in May 2008.

Intense X has three main engines that make it unlike any other non-programming solution.

The Integrated Panel Engine

The new Panel Engine is the newest feature for Intense X. This panel system allows Intense X to be integrated directly into the Level editor.

The Intense AI Engine

At the core of Intense X is the Intense AI engine. This AI system creates intelligent enemies that can act in group behaviors and engage in any type of attack. The AI also enables the NPCs to maneuver their way around any type of level, whether or not it was created with Intense X in mind.

The Intense Pathfinding Engine

The Editions

Intense Illusions currently offers one edition of Intense X with three more currently in development. Intense Illusions also offers a freeware path finding solution.

Intense X Copper

Intense X Copper is the first edition of Intense X to be released.

Intense Pathfinding

Intense Pathfinding is a freeware solution to add path-finding capabilities to levels created in Game Studio.

Intense Model Packs

Intense Illusions offers animated models that can be plugged directly into Intense X or can be used alone.

3D computer graphics or three-dimensional computer graphics (in contrast to 2D computer graphics), are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be stored for viewing later or displayed in real-time.

3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, 2D applications may use 3D techniques to achieve effects such as lighting, and 3D may use 2D rendering techniques.

3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences: a 3D model is the mathematical representation of any three-dimensional object. A model is not technically a graphic until it is displayed. A model can be displayed visually as a two-dimensional image through a process called 3D rendering or used in non-graphical computer simulations and calculations. With 3D printing, 3D models are similarly rendered into a 3D physical representation of the model, with limitations to how accurate the rendering can match the virtual model

The model describes the process of forming the shape of an object. The two most common sources of 3D models are those that an artist or engineer originates on the computer with some kind of 3D modeling tool, and models scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation. Basically, a 3D model is formed from points called vertices (or vertexes) that define the shape and form polygons. A polygon is an area formed from at least three vertexes (a triangle). A polygon of n points is an n-gon.[7] The overall integrity of the model and its suitability to use in animation depend on the structure of the polygons.

Materials and textures

Materials and textures are properties that the render engine uses to render the model, in an unbiased render engine like blender cycles, one can give the model materials to tell the engine how to treat light when it hits the surface. Textures are used to give the material color using a color or albedo map, or give the surface features using a bump or normal map. It can be also used to deform the model itself using a displacement map.

Layout and animation

Before rendering into an image, objects must be laid out in a scene. This defines spatial relationships between objects, including location and size. Animation refers to the temporal description of an object (i.e., how it moves and deforms over time. Popular methods include keyframing, inverse kinematics, and motion capture). These techniques are often used in combination. As with animation, physical simulation also specifies motion.


Rendering converts a model into an image either by simulating light transport to get photo-realistic images, or by applying an art style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). This step is usually performed using 3D computer graphics software or a 3D graphics API. Altering the scene into a suitable form for rendering also involves 3D projection, which displays a three-dimensional image in two dimensions. Although 3D modeling and CAD software may perform 3D rendering as well (e.g. Autodesk 3ds Max or Blender), exclusive 3D rendering software also exists.[citation needed]

Examples of 3D rendering
Far left: A 3D rendering with ray tracing and ambient occlusion using Blender and YafaRay

Center left: A 3d model of a Dunkerque-class battleship rendered with flat shading

Center right: During the 3D rendering step, the number of reflections “light rays” can take, as well as various other attributes, can be tailored to achieve a desired visual effect. Rendered with Cobalt.

Far right: Experience Curiosity, a real-time web application which leverages 3D rendering capabilities of browsers (WebGL)


3D computer graphics software produces computer-generated imagery (CGI) through 3D modeling and 3D rendering or produces 3D models for analytic, scientific and industrial purposes.


3D modeling software is a class of 3D computer graphics software used to produce 3D models. Individual programs of this class are called modeling applications or modelers.

3D modelers allow users to create and alter models via their 3D mesh. Users can add, subtract, stretch and otherwise change the mesh to their desire. Models can be viewed from a variety of angles, usually simultaneously. Models can be rotated and the view can be zoomed in and out.

3D modelers can export their models to files, which can then be imported into other applications as long as the metadata are compatible. Many modelers allow importers and exporters to be plugged-in, so they can read and write data in the native formats of other applications.

Most 3D modelers contain a number of related features, such as ray tracers and other rendering alternatives and texture mapping facilities. Some also contain features that support or allow animation of models. Some may be able to generate full-motion video of a series of rendered scenes (i.e. animation).

Computer-aided design

Computer aided design software may employ the same fundamental 3D modeling techniques that 3D modeling software use but their goal differs. They are used in computer-aided engineering, computer-aided manufacturing, Finite element analysis, product lifecycle management, 3D printing and computer-aided architectural design.

Complementary tools

After producing video, studios then edit or composite the video using programs such as Adobe Premiere Pro or Final Cut Pro at the mid-level, or Autodesk Combustion, Digital Fusion, Shake at the high-end. Match moving software is commonly used to match live video with computer-generated video, keeping the two in sync as the camera moves.

Use of real-time computer graphics engines to create a cinematic production is called machinima.[citation needed]


There are a multitude of websites designed to help, educate and support 3D graphic artists. Some are managed by software developers and content providers, but there are standalone sites as well. These communities allow for members to seek advice, post tutorials, provide product reviews or post examples of their own work.[citation needed]

Differences with other types of computer graphics

Distinction from photorealistic 2D graphics

Not all computer graphics that appear 3D are based on a wireframe model. 2D computer graphics with 3D photorealistic effects are often achieved without wireframe modeling and are sometimes indistinguishable in the final form. Some graphic art software includes filters that can be applied to 2D vector graphics or 2D raster graphics on transparent layers. Visual artists may also copy or visualize 3D effects and manually render photorealistic effects without the use of filters.

Pseudo-3D and true 3D

Some video games use restricted projections of three-dimensional environments, such as isometric graphics or virtual cameras with fixed angles, either as a way to improve performance of the game engine, or for stylistic and gameplay concerns. Such games are said to use pseudo-3D graphics. By contrast, games using 3D computer graphics without such restrictions are said to use true 3D.

Game engine[edit]

The A8 engine uses panes for physics simulation. The engine automatically updates the game state on all machines when playing over a network, but also provides functions for more low-level multiplayer programming. It uses an ABT (Adaptive Binary Tree) renderer for indoor and outdoor levels, and an additional BSP renderer for indoor levels. The BSP renderer is only available in the Pro edition. The free edition and Extra edition don’t support shaders.

The engine supports high resolutions, terrain rendering, pre-rendered shadow maps and dynamic stencil shadows (single dynamic shadows for models). The 2D system (GUI system) of the A8 Engine is not very powerful (see scripting section), but replaceable using the 3D system if needed. Using Lite-C, most things can be customized. Shader model 3.0 support and post-processing using stages may assist shader programmers in chaining together effects to produce any number of custom-made shader effects.

The editors

Gamestudio supplies users with an editing suite. However, software like Blender, 3ds Max, Maya and Adobe Photoshop or GIMP can also be used to create professional imagery and models for Gamestudio.

The editors allow users to put together games by creating a terrain or building environment, inserting models, and adding behaviors to them from template scripts or own scripts. If desired, users can create their own models and designs, textures, and scripts. Textures are created in external paint programs like GIMP, Photoshop, Paintshop Pro or Microsoft Paint.

The world editor (WED)

The World Editor (or WED for short), is the main editor. With it, the user may position the various objects, assign actions to models (also known as entities) which are defined through scripts, assign textures to level geometry, and build levels using the Binary space partitioning tree (or BSP for short) technique.

WED is the main program of Gamestudio, the user can startup their game from here, attach the scripts to it, etc. WED is the location where the user can merge all the parts of their game (programming, 3d graphics, levels).

The layout for WED is fairly simple. The main part, the central right section, is where most of the editing is done. There are three graphs and a 3D view. Through re-arrangeable, the top left window is the top view, which has the X and Y coordinates. The bottom left is the side view, or the X and Z coordinates. The bottom right is the back view, or the Y and Z coordinates. The top right is the 3D view, which gives a quick preview of the level without building (compiling) it.

The graphs are split into multiples of 128 and further split into multiples of 16 to help with snapping and spacing. The graphs will automatically resize when zoomed out a bit and in steps of multiples of 8 (1024 and 128 then 8192 and 1024).

The left central section lists objects in the level, textures, and some other things. Textures must be of a power of 2 (such as 256×128, 1024×256, or 64×64) for best effects. Odd ones (like 394×213 or 723×1280) look worse and are slower at rendering.

The top is the tool bar which allows the user to manipulate objects, add new objects (such as entities, sounds, and lights), build a level, run it, and several other options.

When right-clicking on something and choosing properties, the user can manually enter a position, assign an action to an entity, or adjust textures on the individual sides of a block.

A disadvantage of WED is its incapability to do anything without blocks or terrain. E.g. it is really hard to build a street (that is not just a plane), because it is nearly impossible to move the blocks in the perfect position, so no “steps” or gaps are in the street (it is just not possible to get the edges of the blocks perfectly together, the snap-to-grid-feature helps only when using nearly non-rotated blocks). Triangles or a snap-block-edge-to-block-edge feature would fix that and would make it possible to make a more complex floor out of more than one single block without gaps or steps.


Screenshot from the World Editor (WED)

The model editor (MED)

Though many users prefer to use external modeling programs, the model editor (or MED for short), gives you the capabilities to design models, and is sometimes used to make levels. Models can be made of anything ranging from simple boxes, to human models or complex environments like an entire city. Models are made of meshes, a group of vertices and triangles (often called “polygons”) put together to form a shape; a skeleton of bones for animation; one or several textures for the skin; and effect files (.fx) for shaders.

Like WED, MED’s general layout is almost the same. It has the three graphs and the 3D view. They are arranged in the same way as WED.

MED is somewhat like WED in the general layout, but MED also has a skin editor, which allows the model to be textured. The skin editor has a completely different layout. The texture is shown on the left side and the model is shown on the right with tool bars surrounding these. Textures are frequently created in external graphics editors and imported from a BMP, TGA, or PCX image file. MED uses UV mapping which has vertices from the model’s mesh placed on the texture to texture the model.

Model shapes are created either through primitives (like cubes and pyramids) or by creating vertices and building faces. Models don’t have to follow the restrictions that BSP has which, along with faster rendering, makes them a better choice for level design in most cases.