In the first post of this blog we’ve introduced briefly our simulation engine. Now we are moving closer to the release of the first beta version of this engine and it’s time start talking about what’s coming next. And this is the SimplyCube.
The SimplyCube
The SimplyCube is the real commercial name of our product offer; it is composed of two elements: the simulation engine, and a set of editors. The SimplyEngine is for software developers, and though we’ve made it as simple and easy to use as possible, creating a full simulation scene is always much easier with graphical edition tools. Each of these editors addresses a specific aspect of creating a 3D application. Used independently they allow precise tuning and customization of each element of a real time 3D scene. Used together they allow quick editing of a complete simulation scene, with no specific knowledge of 3D software development. Today we’ll present the first four editors we’ll release:
The SimplyEdit
The SimplyEdit, is our 3D scene editor. This is the central tool where you can set up the 3D scene. From the definition of the basic setting of the scene (ground, water, sky) to arranging objects and light sources in the scene to finally setting up the last details before importing the scene in your application.
Here’s a quick list of things you can use in this tool to define the scene:
- Terrain (ground, water, underwater, sky)
- Objects (we can import any model created by Autodesk software, more detail in “asset compiler”)
- Lights and shadows (several lights and shadow type available)
- Sounds (2D or 3D sound sources)
- Post processing effect (for advanced rendering)
The edition possibilities of SimplyEdit are however kept simple, to keep the user interface understandable, pleasant and easy to use. For most of the simulation elements, you’ll simply have to choose between different options in a list. For example the 3D model are not created or modified by the SimplyEdit, you can just choose which model to import and where to set them up in the scene. Of course we leave you the possibility to control and edit things more in depth, but this is done separately in the other editors (to keep our example, to define in detail how a specific 3D model should look, how it should react to lights, you’ll have to use the SimplyShader editor).
The Asset Compiler
The Asset Compiler is an essential tool to import assets in our simulation engine (a first version of the Asset Compiler will be available in the beta of the Simulation Engine). It can process any 3D model file in the .FBX file format, which mean you can import any 3D model created by Autodesk 3D edition tools (Maya, 3DS Max …). We are also compatible with the .X file format so you can import any XNA compatible 3D model. The asset compiler can also import textures files (images in BMP, JPG, DDS…) and shaders (.fx) created by FX Composer (Nvidia) or Render Monkey. This ensures two important things:
- You can rely on the high quality creation tools of other software editors (Autodesk, Nvidia, AMD…)
- If you have already existing libraries of 3D models, you can easily import them in our tools.
The SimplyPhysics
The SimplyPhysics editor is a unique tool to define every physic property of a 3D object. As we’ve seen before, accurate physic simulation is essential, as it guarantee the realistic behavior of objects in a 3D scene. To ensure this accurate physic simulation, it is essential to define the properties of every 3D objects. With the SimplyPhysics, you can define:
- The mass/or density of any object
- Simple collision shapes for accurate and efficient physic collisions
- The physics properties of objects (damping, inertia, force and torque)
- The material properties of objects (friction, elasticity)
- Joints (to create complex physics objects)
It is important to note that thanks to our multi physic engine support, the properties of the objects are defined for every physic engine in a single editor. Of course, the 3D models we provide with our simulations are already set up with correct physic settings, so if you’re a novice user you can create simulation without having to bother about physic concepts.
The SimplyShader
The SimplyShader is an edition tool where you can define and configure the “shaders” that affects a 3D object. “Shaders” are advanced 3D graphics techniques that enable very realistic 3D rendering in real time. In the SimplyShader you can add details and texture to an existing 3D model, set up the way the object react to light, or the reflection of an object. Here is a list of the type of “Shader” you can define in this editor:
- Multi layered surface
- Normal and Parallax mapping (add relief to an object)
- Self illumination (for object that are also light sources)
- Reflections
- Specular mapping (define the way the object react to light)
Upcoming editors
We have several other editors planned for 2010, 2011 and 2012, they will bring new easy edition capabilities and give you more control on the simulation. We’ll announce them on this blog.
I hope you enjoyed this post. Get notified of future posts by subscribing to our RSS Feed or following us on Twitter.


SimplySim designs software tools to create 3D applications. As you might already have seen in our drone simulation, these tools permit to design 3D simulation applications, but there are several kinds of 3D applications that can be created with them. In today’s post, we have a quick look at different potential applications.

This interactive simulation environment can be used for any application from robotics simulations to serious games, or architectural design project.
Simulation
There are several ways to use 3D simulation in different fields: from the experimentation of new systems to the fields of education and training, or the study of human behaviors in realistic conditions. As explained before, the SimplyEngine has been specifically designed for real time 3D simulation, not only for UAVs but for any system.
When we talk about 3D software, video games are what come to most people’s mind (probably because video games are the first 3D applications that have reached our homes). However when we started doing 3D simulation, we felt that today the industry lacks a real 3D real time simulation engine, a software that is really designed for simulation, not for video games.
Video games
Speaking of video games, the needs of the two fields of simulation and video games can often be the same (and that led some game engine to be used in simulation projects). However the priorities are different and sometimes conflicting: simulation needs more realism, accuracy and easy interactions with other software. That doesn’t mean that you cannot use our simulation engine for video games (and given the quality of our 3D graphic real time rendering this would be understandable), just be warned that the software has been created for simulation and that the first upgrades will be for simulation.
Serious Games
During the last decade, both simulation and video game industries gave birth to “serious games”, which apply video game technology to serious purposes. The limit between serious games, simulations, and traditional video games can be hard to define. We like to see serious games as a simulation that includes some game mechanisms. In any case our product is particularly well suited to the creation of serious games thanks to its high realism and multiple possibilities in terms of interactions.
Virtual reality
Another domain related to those above is the field of virtual reality. 3D has been used in virtual reality for several years now. This is a domain where software and hardware interactions are numerous, and deserve to be simple. Our solution is based on service oriented architecture, and offers very easy ways to integrate any software or hardware with the 3D applications you create with it.
Architecture, 3D Marketing, and more
Of course our tools can also be used in other domains, such as architecture (where 3D has brought a lot in terms of efficiency and cost reduction) or marketing (where 3D offers a new media for brand and product advertising). People working in these domains, and other newcomers to the 3D technologies should particularly appreciate the easy to use and “keep it simple” approach we used when we designed our tools.
I hope you enjoyed this post. Get notified of future posts by subscribing to our RSS Feed or following us on Twitter.












