Track Record
Numerous game companies use BISHAMON.
About BISHAMON
Your estimations will change. Only one person in charge of effects? No problem!
BISHAMON is a polygon-based 3D effect design tool for creating things like flame, smoke, and magical effects.
Since BISHAMON is a dedicated effect design tool, the interface is easy to understand and quickly learned. With a little trial and error, make dramatic improvements, lighten the burden on programmers, and put designers in control of effect creation.
Simple and intuitive. Master drawing textures in just 1 day!
SDKs compatible with multiple platforms eliminate waste in the effect creating process. The costs associated with tool maintenance, management, and extensibility are normally tremendous. But, with BISHAMON you can focus your resources on content creation and quality enhancements.
Samples and Instructional Videos
Tutorials
Game Effect Contests
Seminars
Manual
BISHAMON Tool | Personal / Corporate |
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BISHAMON Introductory_Manual | Corporate | Document : BISHAMON_Corporate_Introductory_Manual 1 ファイル 670.48 KB
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BISHAMON Introductory_Manual_for_Unity | Corporate | Document : BISHAMON_Corporate_Introductory_Manual_for_Unity 1 ファイル 745.51 KB
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BISHAMON SmartPhones Functional Limitations | Corporate | Document : BISHAMON_Corporate_SmartPhonesFunctionalLimitations 1 ファイル 223.07 KB
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Corporate Contracts and BISHAMON Enterprise
The following is an introduction to BISHAMON Enterprise.
BISHAMON is a versatile realtime 3D particle effect tool & middleware.
BISHAMON consists of an effect designer-friendly authoring tool and a programmer-friendly SDK.
■ Corporate Contracts
Licenses are available for corporate entities. License contracts are required on a per title, per platform basis. There following show the different implementation frameworks for corporate contracts.
As shown above, there are a variety of implementation methods
■ Compatible Platforms
For BISHAMON Enterprise, there are compatible SDKs for the following platforms.
Platform | SDK1.6 | SDK1.8 |
---|---|---|
DirectX9 (32/64bit)
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◎(32bit only)
|
◎
|
DirectX11 (32/64bit)
|
◎
|
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OpenGLES 2.0 (iOS/Android)
|
◎
|
◎
|
OpenGLES 3.0 (iOS/Android)
|
◎ | |
Metal for iOS
|
◎ | |
OpenGL 2.2
|
◎
|
|
OpenGL 4.3
|
◎
|
|
PlayStation 3
|
◎
|
◎
|
PlayStation 4
|
◎
|
|
PlayStation Portable
|
◎
|
|
PlayStation Vita
|
◎
|
◎
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Nintendo 3DS
|
◎
|
◎
|
Nintendo Switch
|
◎
(scheduled for release) |
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Wii U
|
◎
|
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XBOX 360
|
◎
|
|
– Confidential –
|
(scheduled for release) |
|
– Confidential –
|
(scheduled for release) |
Game Engine | SDK1.6 | SDK1.8 |
---|---|---|
proprietary engine
(proprietary engine based on C++)
|
◎
|
◎
|
OROCHI
(Silicon Studio Corporation)
|
◎
|
◎
|
PhyreEngine
(PS4/PSVita)
|
◎
|
|
Cocos2d-X 2.x/3.x
(OpenGLES 2.0 / 3.0)
|
◎
|
|
Unity3d
(DX9/DX11/Mac/iOS/Android
/PS4/Nintendo Switch)
|
◎ |
◎
|
We are preparing for new platforms other than those listed above.
■ Differences between SDK1.6 and SDK1.8
SDK 1.6
SDK1.6 has been used in numerous game titles and is a long-term favorite. Links to libraries make it comparatively simple to use.
However, due to requests for enhanced extensibility and flexibility based on the circumstances of particular game engines and titles as well as advances in hardware, there was a need to create an environment for better performance with an upgraded version.
At the end of 2012, SDK1.7 was released with these improvements. However, for new applications with respect to DX11, further extensibility and flexibility enhancements were made and SDK1.8 was released in Summer 2013.
SDK 1.8.2 and prior
In SDK1.8, since the CORE layer and GXD layer(Graphics Device layer) are separate, almost all the assets and know-how that have been accumulated over the years can continue to be utilized while extensibility enables flexible integration with development environments including a variety of game engines and platforms.
SDK 1.8.4
On the flip side of greatly improved extensilibity in SDK1.8.2, we responded to requests for more simplified integration and further decreased memory usage with the release of SDK1.8.4.
SDK 1.9.0(Beta Version)
Motion may be applied to preview models while confirming the attached effects during the design process.
Implementation and Evaluation
By agreeing to the Evaluation License Agreement and receiving an agreement notification, we issue a 1-month free evaluation license. The SDK necessary for the evaluation with the relevant platform is indicated . If the free evaluation exceeds 1 month or you want to match the evaluation with prototype development, paid evaluation licenses are also available. During these license periods, you can evaluate the software.
■ Contract Process
The contract process is as follows.
Implementation and Evaluation
By agreeing to the Evaluation License Agreement and receiving an agreement notification, we issue a 1-month free evaluation license. The SDK necessary for the evaluation with the relevant platform is indicated . If the free evaluation exceeds 1 month or you want to match the evaluation with prototype development, paid evaluation licenses are also available. During these license periods, you can evaluate the software.
About Contracts
The following are the different types of contracts.
– Master Licensing Agreement: contract that stipulates all common provisions
– Software Licensing Agreement:contract for each project
– Non-Disclosure Agreement(NDA)
– Memorandum of Understanding–Elimination of Anti-Social Forces
– License and Support Period Extension Notification: this notification is for contacting us to extend the period before the license/support period ends
Upon concluding a Master Licensing Agreement and Software Licensing Agreement, the official software license and support will start on the designated date. Before the license ends, it is possible to extend it depending on your needs.(Note that separate fees apply to extensions.)
■ Licensing Fees
Depending on the business and circumstances, licensing fees may vary. Please inquire below to consult with us.
■ License Period
Normally, the license period is as follows.
Platform | Usage Period/ Support Period |
---|---|
Normally
|
2 Years
|
Smartphone
(Unity/Cocos2d-x) |
1 Year
|
Caution)Separate fees apply for extending the license period.
The licensing period for smartphone is 1 year, since the number of platforms are numerous and most projects end within 1 year.
■ Regular Support and Priority Support
Regular Support
Regular support consists of the following.
– Investigation and handling of issues that arise
– Providing the newest version (Tool/SDK) during the support period
We also handle requests for additional functions. However, since we receive requests from many customers, the most effective improvements are undertaken first. Accordingly, it is not possible to promise the timing of certain implementations. Depending on the circumstances, however, if a certain request is absolutely necessary to your project Priority Support is available.
Priority Support(separate fees apply)
In addition to Regular Support, adding separate Priority Support is possible.
With Priority Support, the following services are available.
– Requests for schedule management
– Additional further functionality earlier than planned(early handling of road map)
– Provide PC version runtime for development
– Client visits to handle emergencies(within Japan only)
– Provide test versions after ensuring they are stable
– Focused approach to additional runtime functionality and short-term stability
– Provide support via chat
– Regular meetings about 1 time a month(for areas outside the Kanto Region, they will be handled via Skype)
– Other special support
We would appreciate your inquires, so please consult with us.
■ Corporate Contracts/Evaluation Version Requests
Please request bids or evaluation versions, please click on the button below.
Request BISHAMON Enterprise Evaluation
Request BISHAMON Enterprise Estimate
■ Inquries
For other questions and inquiries, please click on the button below.