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MT Framework

From Wikipedia, the free encyclopedia
Game engine created by Capcom

MT Framework
Developer(s)Capcom
PlatformWindows,Xbox 360,PlayStation 3,Xbox One,PlayStation 4,Nintendo Switch,Wii U,Wii,Nintendo 3DS,PlayStation Vita,iOS,Android
LicenseProprietary

MT Framework is agame engine created byCapcom. "MT" stands for "Multi-Thread", "Meta Tools" and "Multi-Target". While initially MT Framework was intended to power 2006'sDead Rising andLost Planet: Extreme Condition only, Capcom later decided for their internal development divisions to adopt it as their default engine. As a result, the vast majority of their internally developed video games for thePlayStation 3 andXbox 360 platforms were created on it, including four new titles and threeremastered ports of past titles in theResident Evil series.[1] The visuals of the first games built with the engine were well received, and MT Framework has also won aCEDEC award.[2]

Throughout the years MT Framework received various updates, most significant of which was a major revision calledMT Framework 2.0, introduced withLost Planet 2 in 2010. Additionally, two offshoots of the engine have been made;MT Framework Lite targets theWii and PlayStation 3 consoles, andMT Framework Mobile powers games for theNintendo 3DS,PlayStation Vita,Android andiOS.

As of 2014, Capcom's stance on the future of the engine is that while it will continue to be used to create games for theseventh generation of video game consoles,smartphones andhandhelds.RE Engine, which was used to developResident Evil 7: Biohazard, serves as the successor to the engine for developing games for theeighth generation of video game consoles.

History

[edit]

Background

[edit]

Before the creation of MT Framework, Capcom's internal development teams were each using engines and tools of their own design, a process that was deemed inefficient. Thus, the decision to build an engine that would support the needs of all of Capcom's developers was made.[3] At first MT Framework was being developed to be used inDead Rising andLost Planet: Extreme Condition only. Capcom evaluated theUnreal Engine 3 engine for adoption as their internal engine, but decided against it due to some performance limitations and difficulties of getting technical support from its American developer,Epic Games, in Japan. As such, the decision to further develop MT Framework and extend its internal use was made.[4]

MT Framework 1.x

[edit]

Development of MT Framework had begun in September 2004 based on theOnimusha 3 engine. The engine was built to use PC development tools and initially target theXbox 360 system because of its similarity to the PC platform. In 2004 the project had started by just one programmer but in the following years and as they added support for more platforms more people joined in.[4] Because of its PC development tools, video games can be programmed first on the PC, and then adjusted to run on console hardware.[5] MT framework supportsmultithreading techniques to take advantage of the multicore CPUs that are being used in the Xbox 360 andPlayStation 3 consoles, as well as modern PCs.[6]

ForLost Planet: Extreme Condition and its use of MT Framework, Capcom highlighted the following features supported by the engine: a lightmotion blur effect called "2.5D motion blur" (based on the "Stupid OpenGL Shader Tricks" presentation by Simon Green at theGame Developers Conference 2003)[7] is supported to help smooth 30fps games;Light-Space Perspective Shadow Maps,[8] a form ofshadow mapping, is used for the rendering of the shadows and a technique calledPercentage Closer Filtering to smooth them;normal mapping,HDR rendering, softparticles, variable amounts ofMSAA, and a technique with which particles can be rendered at 1/4th of the full resolution for the benefit of performance; basicphysics handling by the integratedHavok middleware, and a custom physics engine to handle character-local physics calculations such ascloth physics andinverse kinematics.[4]

The first significant update to the engine was the release of the PC version ofLost Planet: Extreme Condition, which was the second PC game to support DirectX 10 and the first with aDirectX 10 demo.[9][10]Ambient occlusion andparallax occlusion mapping support was added to the engine, and under DirectX 10 improved soft shadow rendering, and by the use ofvertex shaders, less artifact-prone motion blur,fur shading and improveddepth of field with abokeh-like appearance.[11][12][13] The two games on PC that followedLost Planet: Extreme Condition -Devil May Cry 4 andResident Evil 5 - also featured DirectX 10 support, but Capcom decided against using it to improve upon the visuals,[14][15] thus making them look largely the same as when running underDirectX 9.[16][17] However,Resident Evil 5 under DirectX 10,[18] was the first video game to be presented fully instereoscopic 3D, including all of itscutscenes, and the first to be rated as"3D Vision Ready" by Nvidia.[19] Later re-releases of the two games on PC removed DirectX 10 support.[20][21]

MT Framework 2.x

[edit]

A major update to the engine called MT Framework 2.0 began development in January 2008 and made its debut with the release ofLost Planet 2 in 2010. According to Capcom, several parts of the engine were re-written from scratch and as a result it performs better on the PlayStation 3 hardware, compared to the previous version of the engine which was first built with the Xbox 360 in mind. Capcom highlighted the interactivity between characters and vegetation inLost Planet 2 as one of the significant improvements made possible with the new engine, but also noted because the game began development on the previous version of the engine it doesn't fully represent the capabilities of the new iteration. Capcom further commented that MT Framework 2.0 is able to hide the specifics of the hardware and the supported shader models from programmers, enabling them to write more platform-agnostic code than before, and reducing their burden. In Capcom's 2011 annual report, it was confirmed that 80% of MT Framework's development process is common between the Xbox 360, PlayStation 3 and PC platforms, something which reduced development costs.[22] Lastly, Capcom made possible for the first time for external contract studios that would partner with them, to use the engine.[23] The first externally developed game to use MT Framework 2 wasMarvel vs. Capcom 3: Fate of Two Worlds.[24]

The PC version ofLost Planet 2 released some months after the console versions in 2010, added support forDirectX 11 features such astessellation,displacement mapping and the use ofDirectCompute forsoft body simulation andwave simulation.[25] Later MT Framework 2.0 games released on PC were DirectX 9 only.

Another significant update was made forDragon's Dogma, released in 2012. Previous MT Framework games were "stage-based" with each stage divided by aloading screen. BecauseDragon's Dogma's levels are tens to hundreds times larger than in previous MT titles, and the structure of the game isopen world, the only way they could make it work on the engine was by adapting it to be able to move in and out of memory portions of the game world as needed. Another improvement is that the engine moved from using a forward renderer to a hybrid one that makes use ofdeferred lighting (also known as Light Pre-Pass).[26] This made it possible to support a 24-hour cycle and weather variation and an "infinite" number of lights. Other changes include support for real-time variation of a character model andFXAA.[27] Building on top ofDragon's Dogma's updated technology,Resident Evil 6 addedSSAO,[28] and improved hair rendering (based on the "Light Scattering from Human Hair Fibers" paper presented atSIGGRAPH 2003)[29] along withfacial expressions and eye movement.[26]Monster Hunter: World, released in 2018, can output inHDR.[30]

MT Framework Lite and MT Framework Mobile

[edit]

In late October 2009, it was reported that Capcom was bringing MT Framework to Wii to reduce the development time and costs of developing Wii games.[31]Sengoku BASARA 3 was confirmed as the first game running on MT Framework Lite, a special version of the engine targeting the Nintendo Wii and PlayStation 3 hardware. At E3 2010,Super Street Fighter IV: 3D Edition andResident Evil: Revelations were announced as upcoming games for theNintendo 3DS, and in late September 2010, the two games along withResident Evil: The Mercenaries 3D andMega Man Legends 3 were revealed to be running on MT Framework Mobile, a new version of the engine, based on MT Framework 2.0, specifically designed for the Nintendo 3DS.[32][33] Capcom noted that thanks to MT Framework Mobile,Resident Evil: Revelations features a graphics rendering pipeline that is almost identical to that ofResident Evil 5, supporting HDR rendering, self shadowing, normal mapping, color correction, gamma correction, depth of field, motion blur and anti-aliasing on the Nintendo 3DS hardware.[24] In late January 2011, Capcom demonstrated the intro ofLost Planet 2 running on MT Framework Mobile on the "Next Generation Portable", later renamed toPlayStation Vita.[34] The Vita version ofUltimate Marvel vs. Capcom 3 was the first MT Framework Mobile game to be released on the hardware. MT Framework Mobile's support for iOS was later also announced,[35] and the first game to use the engine on theiPhone was the port ofPhoenix Wright: Ace Attorney - Dual Destinies, released in 2014.

Future

[edit]

In a 2014 interview with Masaru Ijuin, an engineer behind MT Framework and the upcoming proprietary Capcom enginePanta Rhei, it was detailed that Capcom plans to move to the new engine starting withDeep Down but will continue the use of MT Framework for games developed for the seventh generation of consoles as well as MT Framework Mobile for handhelds and smartphones.[36] He stated that "creators will have to start back at square one when they learn how [to] develop games using Panta Rhei" but the overall efficiency of development would increase more than it would if they had merely updated MT Framework. In June 2016,Resident Evil 7: Biohazard was announced and revealed to be running on a new proprietary engine by Capcom namedRE Engine. RE Engine was said that it, too, will power multiple upcoming Capcom games.[37] However Capcom chose MT Framework to build 2018'sMonster Hunter: World, despite the game targeting PlayStation 4, Xbox One, and modern PCs, as they felt the existence of custom toolsets built into the engine from previousMonster Hunter titles, would benefit its development.[38]

Games using MT Framework

[edit]

Main engine (MTFW)

[edit]
TitleFirst release dateEngine typePlatform(s)Notes
Dead Rising2006/08/08MT Framework 1.xXbox 360,PlayStation 4,Xbox One andWindowsOriginal Xbox 360 release uses MT Framework 1.0[23]
Lost Planet: Extreme Condition2006/12/21MT Framework 1.xXbox 360, Windows andPlayStation 3Xbox 360 version uses MT Framework 1.1, Windows version uses MT Framework 1.2[23]
Devil May Cry 42008/01/31MT Framework 1.xPlayStation 3, Xbox 360 and WindowsUses MT Framework 1.3[23]
Resident Evil 52009/03/05MT Framework 1.xPlayStation 3, Xbox 360, Windows, PlayStation 4, Xbox One andNintendo SwitchUses MT Framework 1.4[23]

ThePlayStation 4 and Xbox One releases of the game features some minor graphical improvements and thus might be using an updated version of the engine[39]

Lost Planet 22010/05/11MT Framework 2.xPlayStation 3, Xbox 360 and WindowsUses MT Framework 2.0[23]
Marvel vs. Capcom 3: Fate of Two Worlds2011/02/15MT Framework 2.xPlayStation 3 and Xbox 360Uses MT Framework 2.1[24]
Resident Evil Code: Veronica X HD2011/09/27MT Framework 2.xPlayStation 3 and Xbox 360The logo of MT Framework is displayed when the game is started
Ultimate Marvel vs. Capcom 3
(Home console versions)
2011/11/15MT Framework 2.xPlayStation 3, Xbox 360, PlayStation 4, Windows and Xbox OneThebox art mentions MT Framework, unlike the PlayStation Vita version which mentions MT Framework Mobile
Dragon's Dogma2012/05/22MT Framework 2.xPlayStation 3, Xbox 360, Windows, PlayStation 4, Xbox One andNintendo Switch[27]
Jojo's Bizarre Adventure HD ver.2012/08/21MT Framework 2.xPlayStation 3 and Xbox 360The credits list the "MT Framework Development Team" for providing development support
Resident Evil 62012/10/02MT Framework 2.xPlayStation 3, Xbox 360, Windows, PlayStation 4, Xbox One and Nintendo Switch[26][28]
E.X. Troopers
(PlayStation 3 version)
2012/11/22MT Framework 2.xPlayStation 3The box art mentions MT Framework, unlike the Nintendo 3DS version which mentions MT Framework Lite
Resident Evil: Revelations
(Home console versions)
2013/05/21MT Framework 2.xWindows, PlayStation 3,Wii U, Xbox 360, PlayStation 4, Xbox One and Nintendo SwitchThe box art mentions MT Framework.
Sengoku BASARA 42014/01/23MT Framework 2.xPlayStation 3Confirmed on box art.[40][41]
Resident Evil HD Remaster2014/11/27MT Framework 2.xWindows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One and Nintendo SwitchConfirmed on box art
Resident Evil: Revelations 22015/02/24MT Framework 2.xWindows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One and Nintendo SwitchThe credits list the "MT Framework Development Team" for providing development support, unlike the PlayStation Vita version which mentions MT Framework Mobile.
Devil May Cry 4: Special Edition2015/06/18MT Framework 2.xPlayStation 4, Xbox One and WindowsConfirmed on the Japanese box art.
Sengoku BASARA 4 Sumeragi2015/07/23MT Framework 2.xPlayStation 3 andPlayStation 4Confirmed on box art.
Dragon's Dogma Online2015/08/31MT Framework 2.xWindows, PlayStation 3 and PlayStation 4[42]
Resident Evil Zero HD Remaster2016/01/19MT Framework 2.xWindows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One and Nintendo SwitchConfirmed on box art
Sengoku BASARA Sanada Yukimura-Den2016/08/25MT Framework 2.xPlayStation 3 andPlayStation 4Confirmed on box art.
Ultra Street Fighter II: The Final Challengers2017/05/26MT Framework 2.xNintendo Switch[43]
Monster Hunter Generations Ultimate2017/08/25MT Framework 2.xNintendo SwitchThe box art mentions MT Framework, unlike the Nintendo 3DS version which mentions MT Framework Mobile
Monster Hunter: World2018/01/26MT Framework 2.xPlayStation 4, Xbox One and Windows[44]
Mega Man X Legacy Collection2018/07/24MT Framework 2.xNintendo Switch, PlayStation 4, Xbox One and WindowsConfirmed on box art
Mega Man X Legacy Collection 22018/07/24MT Framework 2.xNintendo Switch, PlayStation 4, Xbox One and WindowsConfirmed on box art
Capcom Beat 'Em Up Bundle2018/09/18MT Framework 2.xNintendo Switch, PlayStation 4, Xbox One and WindowsConfirmed on box art
Mega Man 112018/10/02MT Framework 2.xNintendo Switch, PlayStation 4, Xbox One and Windows[45]
Mega Man Zero/ZX Legacy Collection2020/02/25MT Framework 2.xNintendo Switch, PlayStation 4, Xbox One and WindowsConfirmed on box art
Monster Hunter Stories 2: Wings of Ruin2021/07/09MT Framework 2.xNintendo Switch, PlayStation 4, and WindowsConfirmed on box art
The Great Ace Attorney Chronicles2021/07/27MT Framework 2.xNintendo Switch, PlayStation 4, and WindowsConfirmed on box art
Capcom Fighting Collection2022/06/24MT Framework 2.xNintendo Switch, PlayStation 4, Xbox One, and WindowsConfirmed on box art
Marvel vs. Capcom Fighting Collection: Arcade Classics2024/09/12MT Framework 2.xNintendo Switch, PlayStation 4, Xbox One, and WindowsConfirmed on box art
Capcom Fighting Collection 22025MT Framework 2.xNintendo Switch, PlayStation 4, Xbox One, and WindowsConfirmed on box art

MT Framework Lite (MTFL) and MT Framework Mobile (MTFM)

[edit]
TitleFirst release dateEngine typePlatform(s)Source
Resident Evil: The Darkside Chronicles2009/11/17MT Framework LiteWii,PlayStation 3[citation needed]
Sengoku BASARA 3 (Japan)/Sengoku BASARA Samurai Heroes (North America and Europe)2010/07/29MT Framework LitePlayStation 3,WiiConfirmed on box art.[24]
Super Street Fighter IV: 3D Edition2011/02/26MT Framework MobileNintendo 3DS[24][46]
Resident Evil: The Mercenaries 3D2011/06/02MT Framework MobileNintendo 3DS[24]
Nazo Waku Yakata2011/08/04MT Framework MobileNintendo 3DS[47]
Sengoku BASARA 3 Utage2011/11/10MT Framework LitePlayStation 3,WiiConfirmed on box art.[24]
Monster Hunter 3 Ultimate2011/12/10MT Framework MobileNintendo 3DS, Wii UConfirmed on box art
Ultimate Marvel vs. Capcom 3
(PlayStation Vita version)
2011/12/17MT Framework MobilePlayStation VitaConfirmed on box art
Resident Evil: Revelations2012/01/26MT Framework MobileNintendo 3DS[24]
E.X. Troopers
(Nintendo 3DS version)
2012/11/22MT Framework MobileNintendo 3DSBox art mentions MT Framework Lite instead of Mobile. It could be a mistake.
Phoenix Wright: Ace Attorney - Dual Destinies2013/07/25MT Framework MobileNintendo 3DS,iOS andAndroidMT Framework Mobile confirmed on box art of the Nintendo 3DS version. Furthermore, in the credits of both versions the "MT Framework Development Team" is listed, with the iOS version crediting additional staff that worked on that version.
Monster Hunter 42013/09/14MT Framework MobileNintendo 3DSConfirmed on box art
Monster Hunter 4 Ultimate2014/10/11MT Framework MobileNintendo 3DSConfirmed on box art
The Great Ace Attorney: Adventures2015/07/09MT Framework MobileNintendo 3DS, Android and iOSConfirmed on box art
Resident Evil: Revelations 22015/08/18MT Framework MobilePlayStation VitaThe game shows the MT Framework Mobile logo when it starts.
Monster Hunter Generations2015/11/28MT Framework MobileNintendo 3DSConfirmed on box art
Phoenix Wright: Ace Attorney − Spirit of Justice2016/06/09MT Framework MobileNintendo 3DS, Android and iOSConfirmed on box art
Monster Hunter Stories2016/10/08MT Framework MobileNintendo 3DS, Android and iOSConfirmed on box art
Monster Hunter XX2017/03/18MT Framework MobileNintendo 3DSConfirmed on box art
The Great Ace Attorney 2: Resolve2017/08/03MT Framework MobileNintendo 3DS, Android and iOSConfirmed on box art

References

[edit]
  1. ^Eddie Makuch (May 9, 2014)."Capcom lists its six "powerful" franchises -- Can you guess what they are?".GameSpot.CBS Interactive. RetrievedJune 26, 2016.
  2. ^"MT Framework Multiplatform Game Development Environment Created by Capcom Receives Award".Capcom. September 11, 2008. RetrievedJune 26, 2016.
  3. ^Christian Nutt (August 15, 2008)."Co-Op Creators: Resident Evil 5's Anpo and Takeuchi Tag-Team Interview".Gamasutra.UBM TechWeb. RetrievedJune 23, 2016.
  4. ^abc"西川善司の3Dゲームファンのための「ロスト プラネット」グラフィックス講座。 Xbox 360グラフィックスここに極まる! 日本発の次世代技術の秘密とは?".GAME Watch (in Japanese). Impress Watch Corporation. January 31, 2007. RetrievedJune 23, 2016.
  5. ^Christian Nutt (December 12, 2007)."The Devil Laughs: A Chat With Capcom Producer Hiroyuki Kobayashi".Gamasutra.UBM TechWeb. RetrievedJune 23, 2016.
  6. ^Garret Romaine (September 28, 2009)."Sponsored Feature: Resident Evil 5 Takes Full Advantage of Intel Core i7 Processors".Gamasutra.UBM TechWeb. RetrievedJune 23, 2016.
  7. ^Simon Green (2003)."Stupid OpenGL Shader Tricks"(PDF).
  8. ^Michael Wimmer; Daniel Scherzer; Werner Purgathofer (2004)."Light Space Perspective Shadow Maps"(PDF). In H. W. Jensen; A. Keller (eds.).Eurographics Symposium on Rendering. The Eurographics Association.
  9. ^"NVIDIA® And Capcom Introduce Lost Planet - The First Directx 10 Game Demo - NVIDIA".nvidia.com. RetrievedJune 25, 2016.
  10. ^"DirectX 10 Benchmarking - Lost Planet: Extreme Condition - Legit Reviews".legitreviews.com. May 15, 2007. RetrievedJune 25, 2016.
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  12. ^"Beyond3D - CEDEC 2007: Capcom on Lost Planet Part II".beyond3d.com. Archived fromthe original on August 9, 2016. RetrievedJune 23, 2016.
  13. ^"3D Performance with Lost Planet Demo: DirectX 10 Benchmarks".archive.org. July 31, 2012. Archived from the original on July 31, 2012. RetrievedJune 23, 2016.
  14. ^"Interview about Devil May Cry 4 - Devil May Cry 4, interview, DMC4, dmc4, capcom - PC Games Hardware".pcgameshardware.com. RetrievedJune 25, 2016.
  15. ^"Capcom Producer Masachika Kawata about Resident Evil 5 - Resident Evil, Capcom, Kawata, Producer, Interview - PC Games Hardware".pcgameshardware.com. RetrievedJune 25, 2016.
  16. ^"Devil May Cry 4 Performance - Introduction".legionhardware.com. Archived fromthe original on August 20, 2016. RetrievedJune 25, 2016.
  17. ^"Resident Evil 5: PC vs. Xbox 360 and DirectX 9 vs. DirectX 10 - graphics comparison [Top article of July 2009] - Resident Evil 5, DirectX 10, DirectX 9, PC, Xbox 360, graphics, comparison - PC Games Hardware".pcgameshardware.com. RetrievedJune 25, 2016.
  18. ^"Image Quality: DirectX 9 Versus DirectX 10 - Resident Evil 5: Demo Performance Analyzed".tomshardware.co.uk. September 14, 2009. RetrievedJune 25, 2016.
  19. ^"Resident Evil 5".gamesindustry.biz. RetrievedJune 23, 2016.
  20. ^"Devil May Cry 4 Special Edition versus Devil May Cry 4 - DirectX 10 Comparison Screenshots".dsogaming.com. June 27, 2015. RetrievedJune 25, 2016.
  21. ^"Resident Evil 5 Steam edition "ripped out" code needed for splitscreen mod".eurogamer.net. RetrievedJune 25, 2016.
  22. ^Tsujimoto, Haruhiro (March 31, 2012)."Annual Report 2012 - Our Strategy for Growth: Armed with "World-Class Development Capabilities" and "Leading Contents", Capcom Aims to Maximize Profits through Opportunities in the Rapidly Changing Game Market"(PDF). Capcom. RetrievedApril 15, 2016.
  23. ^abcdef"Capcom Talks MT Framework 2.0".andriasang.com. RetrievedJune 23, 2016.
  24. ^abcdefgh"Capcom on 3DS MT Framework and Resident Evil Revelations".andriasang.com. RetrievedJune 25, 2016.
  25. ^"Lost Planet 2: DX9 vs. DX11 - Page 2".techgage.com. August 16, 2010. RetrievedJune 23, 2016.
  26. ^abc株式会社インプレス (June 7, 2012)."西川善司の3Dゲームファンのためのグラフィックス講座・E3特別編その1 MTフレームワーク2.0採用の「バイオハザード6」は進化したキャラクター表現に注目!".impress.co.jp (in Japanese). RetrievedJune 25, 2016.
  27. ^ab"How Dragon's Dogma Changed the MT Framework".capcom-unity.com. RetrievedJune 23, 2016.
  28. ^ab"Face-Off: Resident Evil 6".eurogamer.net. RetrievedJune 24, 2016.
  29. ^"Light Scattering from Human Hair Fibers".cornell.edu. RetrievedJune 25, 2016.
  30. ^"Monster Hunter World doesn't run great on any console - report - VG247".vg247.com. February 1, 2018. RetrievedJune 30, 2018.
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  32. ^"Capcom Makes Big 3DS Push".andriasang.com. RetrievedJune 25, 2016.
  33. ^"The Mega Man Legends 3 Project: Eguchi's Take on the Bonne Mecha Event".capcom-unity.com. RetrievedJune 25, 2016.
  34. ^"Lost Planet 2, Yakuza demonstrated on NGP".engadget.com. RetrievedJune 25, 2016.
  35. ^"CAPCOM - vol07.Masaru Ijuin (Developer Interview 2011)".capcom.co.jp. RetrievedJune 26, 2016.
  36. ^Ijuin, Masaru (January 6, 2014)."Foundation for game creation at Capcom: "Panta Rhei" development engine for next-gen consoles and the potential it holds".Developer Interviews 2013 (Capcom). Capcom Investor Relations.
  37. ^"Famitsu Interview Reveals Resident Evil 7 is About 65 Percent Complete!".Play-Asia. June 16, 2016. Archived fromthe original on June 19, 2016. RetrievedJune 27, 2016.
  38. ^Palumbo, Alessio (November 9, 2017)."CAPCOM Explains Why They Chose To Use MT Framework for Monster Hunter: World".wccftech.com. RetrievedFebruary 10, 2018.
  39. ^Bierton, David (July 2, 2016)."Face-Off: Resident Evil 5 Remastered".eurogamer.net. RetrievedFebruary 10, 2018.
  40. ^"「戦国BASARA4」はプレイヤーが"戦国時代をゼロから創る"――シリーズ「新章」の真意や新要素の魅力を開発陣に聞いてきた".4gamer.net (in Japanese). January 28, 2014. RetrievedJune 25, 2016.
  41. ^""椿姫彩菜のゲームの話"第3回 カプコンの小林裕幸プロデューサーが語る『戦国BASARA』シリーズよもやま話とその未来 - スーパーコアゲーマーがクリエイターに突撃! 椿姫彩菜のゲームの話".famitsu.com. RetrievedJune 25, 2016.
  42. ^"シリーズ初の本格オンラインゲーム「Dragon's Dogma Online」インタビュー。どんな「オープンワールドアクション」を目指しているのか,開発陣に聞いた".4gamer.net (in Japanese). RetrievedJune 25, 2016.
  43. ^Hulfish, Garrett."'Ultra Street Fighter 2' has first-person 'Hadoken' mode on Nintendo Switch".Yahoo. RetrievedFebruary 18, 2017.
  44. ^Palumbo, Alessio."Monster Hunter World Targeting Stable 30FPS, Runs on Capcom's MT Framework Engine".WCCFTech. RetrievedAugust 24, 2017.
  45. ^De Meo, Francesco."Mega Man 11 Is Powered By Capcom's MT Framework Engine; Mega Man X9 Discussed". Wccftech. RetrievedAugust 30, 2018.
  46. ^Nishimura, Zenji."西川善司の3Dゲームファンのための「ロスト プラネット 2」グラフィックス講座(後編)" (in Japanese). Impress.co.jp.
  47. ^""もっと簡単"で"もっと楽しく","もっと誰でも遊べる"ものを目指して――「謎惑館 ~音の間に間に~」について,ディレクターの中井 実氏にいろいろ聞いてみた".4gamer.net (in Japanese). August 10, 2011. RetrievedJune 25, 2016.
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