HI Corporation developed MascotCapsule Eruption as the latest release in its 3D rendering-engine line. The company focused on processing speed across the engine’s data structures, API and code so mobile hardware accelerators could sustain higher frame rates and larger polygon counts.
The engine added particle effects, bump maps and light maps, alongside tools for avatar accessories and item management. Its development environment included a graphical particle-effects tool for effects such as smoke and water spray.
Eruption was designed to work with commercial 3D content-creation packages including XSI, Maya, 3ds Max and LightWave. Capcom used the engine for Resident Evil 4 Mobile Edition.
The expected runtime called for a CPU supporting 32-bit integer arithmetic at roughly 150 MHz, about 200 KB of memory and a working area of approximately 1 MB including loaded content. Floating-point arithmetic was not required.
Supported graphics interfaces included OpenGL ES 1.x and 2.0. Target platforms included BREW, Java, Linux, Microsoft Windows CE, Microsoft Windows Mobile and Symbian OS, as well as other environments supporting C.
