Software is a small, young company that develops technologies
and tools for NextGen systems. Our goals:
Provide contract services to game development studios, to help
them develop more efficient PS3 systems.
Design and develop tools and systems that help move the industry
towards multi-threading and SPUs.
Design scalable simulation-based systems and games that scale
linearly with parallel processing power.
Software’s founder and president Auday Hussein has a long
history in video games:
hobby times :
At the age of 12, started developing video games for MSX
systems on a casual basis, with Z80 processor and the fantastic
VDP (Video Display Processor).
Then eventually moved to develop casual games for Commodore
Developed a generic engine for 680x0 and Amiga co-processors,
utilizing Amiga modular design as well as abstraction and
polymorphism in Assembly
language. Developed two professional games for the system (which
were not published due to the unfortunate demise of the Amiga
Began developing PC games.
Began working with EA Canada, developing NBA Live titles
on PS2 and XBox (NBA Live 2001, 2002, 2003 and 2004).
Worked with Relic Ent (THQ Canada) to develop animation/physics
system and multi-threading architecture for the Outfit
Worked with Slant Six Games to develop multi-threading
architecture, camera system, and Havok physics for SOCOM
Completed three consecutive contracts with Los Angeles-based
Pandemic Studios, to move the animation system to SPUs and to
help optimize the performance and memory footprint of the PS3
SKU of the Lord Of The Rings Conquest title.
Mesopotamia is undertaking design
and development of a Playstation3 architecture that takes full
advantage of the SPU’s power.
SPU’s mighty power!
Software, we believe that currently marketed PlayStation3 games
are only demonstrating the tip of the iceberg when it comes to
the mighty power of PS3 and SPUs. While other
NextGen platforms have already reached, or are at least very
close to reaching, their maximum potential, PS3 will slowly
unfold its capabilities — as engineers learn how to
design to take full advantage of SPU super-power.
Our history of
games development with the late (but never forgotten) Commodore
Amiga platform, which was well ahead of its time, is a huge
asset. It encourages us to look beyond the current limits and
think outside the box – and envision the future of PS3 power. Ten years ago,
the engine we designed for Amiga system utilized the full power
of Amiga co-processors. It made the system run like a nicely
cooperative and highly synchronized string quartet. Today, our
vision for the PS3 is even more ambitious. We’re building an
engine that will run like an orchestra, conducted by the wise
and experienced yet humble PPU, and animated by the young,
motivated and brilliant SPUs.
Profiling and threads analyses
Performance and memory optimization
Debugging critical crashes and thread locks on XBox360 and PS3 (PPU/SPU)
Havok integration, optimization, tuning, multithreading/SPUfing<![if !supportAnnotations]><![endif]> ,
High-level rendering (no RSX or shaders)