Six
Impossible
Things Before
Breakfast

We are developing a next-gen game engine with a strong emphasis on game designers and their needs. And we do like to do things which are considered impossible, including, but not limited to: loading assets for rendering a scene with 100 different characters and their clothing in 30 sec over LTE, production post-mortem debugging, avoiding skin poke-through when morphing/skinning thin clothing, pirate-proof games, IDA-resistant bot fighting, and - ta da! - tickless simulations.

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BLOOM Game Engine - A Game Engine of the 21st Century

We’re developing a ground-breaking game engine, aimed first and foremost at Game Designers, so that they can make working first drafts (almost) without programming, and then give them to the artists to improve visually. In short, we are trying to make complex things simple: allow your creativity to BLOOM. In addition, our game engine design approach features the following advantages:

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For Hobby GameDevs
For Teams
For Artist and C++ Devs

card icon 1.svgEver thought about making your own Skyrim-like Game?

We are aiming to provide a highly-optimized game engine which allows the development of high-quality 3D games with hundreds of locations, thousands of characters, and thousands of quests, by really small teams. While we don’t say that you’ll be able to develop it all by yourself: a small dedicated team, even one without any programming experience at all, should be able to do it. Bring your ideas; BLOOM should be able to handle the rest for you.

card icon 2.svgForever-Free Open-Sourced Community Edition

We are going to provide a forever-free open-sourced Community Edition (licensed under GPL 2.0), providing a fully functional development environment and runtime. And answering the question "hey, how will your company survive then?", we are happy to tell that we'll also have an Enterprise Edition with features such as payments/monetization, multiplayer, patented model compression algorithms, and enterprise-level features such as scalability-redundancy-availability-monitoring-etc. In addition, we'll also provide hosting services (don't worry, it will be cheaper than current AWS tariffs).

card icon 3.svgSmooth Migration From Poser/DAZ to SFM-like Movies to Games

If you’re coming from the Poser/DAZ universe, we will provide a smooth way to use your skills and asset libraries in your games. In particular, we are planning to support Poser-style scene building, an offline fully-ray-tracing rendering option, and, of course, import of Poser/DAZ assets (including DAZ characters from V3/M3 to G8F/G8M).

card icon 4.svgJump-Starting Your GameDev

We will provide everything you need to jump-start your game and develop a rapid prototype. To do it, we are planning to provide several features, such as unique morphable clothing / vehicles / furniture /…, Scratch-like Visual Programming, elaborated Terrain/City/Crowd Generators, and importing terrains from OpenStreetMap.

card icon 5.svgTeam Building & Cloud-Based Collaborative Environment

While the amount of work is greatly reduced with our engine, developing a full-scale 3D game is usually still too much work for a single person. To help with that, we will host your project on our web site, where everybody can see it, and anyone can apply to work with you on it. From game designers to artists, from C++ Extension developers to voice actors. And you won’t need to care about setting up collaborative tools such as source control or task management - we’ll handle everything for you in our cloud.

card icon 6.svgCrowdfunding Support

If you want to crowdfund your game - we make it simple. We will provide an easy way to make graphics for your crowdfunding efforts (whether screenshots from your game or offline fully-raytraced-renders of specially setup scenes or micro-movies with your assets), landing pages for your crowdfunding ads, and integration with ad platforms.

card icon 7.svgOne-Click Deployment

We’re working on making deployment across different platforms (Steam, AppStore, Google Play, and of course, your own web site) as simple as making one click in your portal within our Fully Hosted Environment. You’ll just need to get your own domain name, and create accounts with *Stores. We’ll take care of the rest: from databases and stats to CMS so you can create your own website (with your game and payment collection included).

card icon 8.svgIntegrated Twitch/Discord, Payments and Monetization

You will certainly want to promote your game almost for sure - and we will seamlessly integrate it with Twitch and Discord. And if you want to monetize your game - we’ll certainly help you, with *Store integration, ad integration (both ways), full stats, support for A/B split testing (that's without Apple re-approvals for your app), and so on.

card icon 9.svgOther Goodies

  • No Arbitrary Censorship. If it is legal, it is welcome.
  • Free/Charity Games - supported for free even with Enterprise Edition
  • Web Version. Helps to avoid censorship & fees imposed by *Stores.
  • Modding Support (even for server-driven scripts)
  • Eco- (and battery-) Friendly Game Engine Runtime.
  • Community-driven internationalization.

card icon 1.svgNow, you can Develop that Skyrim-like Game you Always Dreamed About

We are proud to present a highly-optimized game engine which allows you to develop high-quality 3D RPGs with hundreds of locations, thousands of characters, and thousands of quests really quickly. No time spent on mundane things - ONLY your creativity is needed, the rest we’ll do for you. As for non-RPGs - yes, we’re going to support other genres later, stay tuned!

card icon 10.svgReally Rapid Prototyping

To speed development up, we provide several unique features, such as unique morphable clothing/ vehicles/ furniture/ …, Scratch-like Visual Coding for Game Designers, elaborated Generators (including Runtime Generators), and importing terrains from OpenStreetMap, from Vue Terrain, and from a few others.

card icon 11.svgGreatly Reduced Development Time & Costs

With us, your Rapid Prototype becomes the Very First Draft (and not a throw-away), and it can be gradually improved in parallel by Game Designers, C++ ‘Extension Writers’, and Artists. In addition, we enforce clean Separation of Concerns between Game Designers and C++ Devs (no more C++ devs writing story-like logic, which in turn means much faster round-trips for gameplay), and we relieve Game Designers and Artists from caring about optimizations (we handle them automagically ourselves).

card icon 12.svgFully Hosted Development Environment

This includes Game-Oriented Source Control, ticket system, CI, and multi-platform testing - all fully integrated into our Designer. These extra services will handle mundane things for your team, so you will have more time to work on the really important/creative stuff.

card icon 13.svgInternet-Aware Game Engine Runtime

Being 20+ years into the 21st Century, we feel it is finally time to make a game engine which is Internet-aware. This Includes impossibly-optimized on-demand asset loading (which allows play to start within 30 seconds after the user decides to try your game, as well as effectively enables web demos and full web versions), as well as Built-in authoritative-server multiplayer (we aim to make it observably better than that of CS/Source).

card icon 7.svgOne-Click Deployment

We’re working on making deployment across different platforms (Steam, AppStore, Google Play, and of course, your own web site) as simple as making one click on your portal within our Fully Hosted Environment. You’ll just need to get your own domain name, and create accounts with *Stores. We’ll take care of the rest - from databases and stats to running your server-side code and payments.

card icon 14.svgSocial Media, Monetization & LiveOps Supportt

We’ll provide a server-side deployment option, which will enable lots of LiveOps features, such as full game stats (including gameplay stats), rolling out new features, and A/B split-testing - all this without waiting for Apple re-approval. We’re also working on CD=Continuous Development processes. And of course, we’ll provide integration with social platforms (Twitch and Discord for the time being), and with ad platforms (both ways), with ROI analysis, and so on.

card icon 15.svgCommunity & Enterprise Editions

We are going to provide a Community Edition - forever-free & open sourced under GPL 2.0, and an Enterprise Edition - adding goodies such as monetization & payments, improved patented compression algorithms, and enterprise-level features such as improved scalability, redundancy/availability, and real-time monitoring.


card icon 9.svgOther Goodies

  • No Arbitrary Censorship. Everything legal is welcome.
  • Web Version. Helps to avoid censorship & fees imposed by *Stores.
  • Modding Support (even for server-driven scripts)
  • Surprise-Free Pricing
  • Eco- (and battery-) Friendly Game Engine Runtime.
  • Community-driven i18n.

card icon 16.svgArtists as First-Class Citizens

Unlike most game engines - we don’t overburden artists with technical considerations such as memory usage or poly count. Give us your art, we’ll handle the technology (yes, our tools can automagically turn lots of 3D assets into game-ready assets).


card icon 17.svgVFX Artists are Welcome

Not only 3D models, but also all kinds of VFX / shaders are welcome. And we can import most of GLSL and HLSL shaders too.

card icon 18.svgC++ Developers are Welcome too

C++ devs can write Extensions to our RPG Engine - and sell them (and/or get credited in the game) on our Store too. And pretty much everything which is simulation-related can be an Extension - from pathfinding to AI, when NPCs can see each other.

card icon 19.svgMultiple Export Options

You just provide us your art, and we export it according to user’s demands. From FBX to glTF, from 6IT Engine to Unity or UE.

card icon 20.svgImport Your Existing Models

Yes, we can import most of your existing models - and we’ll convert it to PBR ourselves. Yes, even shader-based ones (and yes, we know it sounds impossible - see more on impossible things below).

card icon 1.svgEasy Creation of Game-Friendly Models

For certain things such as clothing, making them really game-friendly (including morphing and physics support) is traditionally tricky (in fact, very tricky). With our technology, it becomes as easy as pie. Take your existing 3D dress, make a few clicks - and see how it flies with the wind. (*) NB: physics effects depend on the game engine being exported to.

card icon 21.svgFree Conversion / Creation Tools

As long as you use our conversion and creation tools to produce art which is sold via our 6IT PBR Asset Store - use of them is 100% free for you

card icon 22.svgWork for Hire

Our gamedevs need artists for their projects - and will post their requests on our work-for-hire board.

card icon 9.svgOther Goodies

  • No Arbitrary Censorship. Everything legal is welcome.
  • 3D Previews
  • Revenue sharing option.
  • an option to require “encrypted-only” distribution of your assets.
1. Download of 100 different characters with clothing in ~30 sec over LTE

Yes, our preliminary experiments show that we can download everything necessary to load a scene with 100 characters standing in 10x10 grid with 2m x 2m intervals, where our character is standing in the middle of a grid, in 30 seconds, and that’s over LTE. And yes, we know it sounds too good to be true.

2. Post-Mortem Debugging

If your game runs into some kind of assertion / exception (whether it is on the Server or or on the Client) - we’ll be able to give you data, which is sufficient to debug the script after the fact, in the comfort of your development box.

3. The "Poke-Through" Problem of Interchangeable Clothing

It was a problem haunting games (and more generally, 3D Artists) for 20+ years. And we finally solved it for ANY clothing, even for very thin clothing. And for any feasible pose too.


4. Cross-Platform Floating-point Determinism

Making floating-point code deterministic is highly sought-after by multiplayer gamedevs, but it is so tricky that nobody has been able to achieve it even for a specific cross-platform project. We’re audacious enough to claim that we know how to provide tools which allow you to achieve it for any project. We’ll let you know when we’ve finished testing.

5. Tick-Less Multiplayer - and R&D towards Tick-Less Simulation

Both these things will save on the input lag (and while it is not that important for most of RPGs, our next product will be a version optimized for FPS). This also leads to a reduction in the running costs of your game (both CPU-wise and traffic-wise).

6. Our 6th Impossible Thing will be disclosed at a later date

To be disclosed at a later date.

About Six
Impossible Things
Before Breakfast Ltd

We’re passionate about what we’re doing - and, as the name of our company suggests, we are proud of doing things which are considered impossible.

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Who We Are

Members of our team did a thing or three in the realm of programming,
including, but not limited to.

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who we are card 2.svg Beautiful C++

The book "Beautiful C++" can be seen as the C++ Core Guidelines from the gamedev's perspective. Endorsed by no less than Bjarne Himself.

who we are card 4.svgDevelopment and Deployment of Multiplayer Online Games

This is a multi-volume book by one of our Founding Fathers (or should we say “Founding Mother”? ;-) ). Endorsed by people from Zynga, Blue Byte, Plarium, and by Glenn Fiedler.

who we are card 3.svgSingle-Threading: Back to the Future?

This article was published back in 2010, when mutex-ridden app-level massive multithreading was rampant. Now, things are turning back in this direction, aren't they?

who we are card 1.svg P1385

P1385 A proposal to add linear algebra support to the C++ standard library, as a precursor to standardising geometry types like point, vector and matrix.

who we are card 5.svg(re)Actor 
allocation at 
15 CPU cycles

An article describing how we managed to write the fastest memory-freeing allocator in existence.

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who we are card 6.svg sixit:: libs [PLANNED]

sixit is a [Work In Progress, targeting open-source publication] family of libraries, covering many aspects of C++ development, from production profiling to serialization.

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Prominent Members
of Our Dream Team

Developers Wanted!

We are a game engine development company with a focus on meeting game designers' needs. Our team is dedicated to developing innovative solutions to seemingly impossible challenges. We strive to foster a creative and inclusive work environment where everyone is valued and encouraged to make creative contributions - while staying within the common framework.


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Contacts

Contact us for help or to join our team

Address

99 St Stephens Green, Dublin, Dublin D02 V278, Ireland

Email

[email protected]