RenderWare
Cross-platform 3D middleware
Criterion's RenderWare provided cross-platform 3D graphics middleware that powered Grand Theft Auto, Burnout, and hundreds of other games.
Overview
RenderWare solved a problem: developing 3D graphics for multiple platforms required writing separate renderers for each. Criterion’s middleware abstracted this, letting developers write once and deploy across PlayStation 2, Xbox, PC, and GameCube. Rockstar used it for Grand Theft Auto III through San Andreas; hundreds of other games followed.
Fast facts
- Developer: Criterion Games.
- Product: cross-platform 3D graphics middleware.
- Acquisition: EA purchased Criterion (2004).
- Notable games: GTA III/VC/SA, Burnout series.
- Discontinuation: EA wound down licensing (mid-2000s).
What it provided
RenderWare features:
- Cross-platform rendering: write once, deploy many.
- Scene management: efficient culling and drawing.
- Animation: skinned character animation.
- Physics: basic collision and dynamics.
Industry impact
Why RenderWare mattered:
- Cost reduction: avoid per-platform development.
- Faster development: proven technology base.
- Consistency: predictable performance.
- PS2 optimisation: particularly strong on PlayStation 2.