COMPUTER GAME SOFTWARE DEVELOPMENT TOOLS

Brand Owner (click to sort) Address Description
GAMEBRYO GAMEBASE CO., LTD. 708, 29, Seocho-daero 74-gil, Seocho-gu Seoul 06621 Republic of Korea computer game software development tools, namely, 3D graphics engine and toolkit consisting of a C++ software library, plug-ins for 3D modeling tools, and software tools for 3D artists and programmers to optimize and create 3D graphics content for game software and for military training applications;
GAMEBRYO EMERGENT GAME TECHNOLOGIES, INC. 5016 N. PARKWAY, SUITE 210 CALABASAS CA 91302 computer game software development tools, namely, 3D graphics engine and toolkit consisting of a C++ software library, plug-ins for 3D modeling tools, and software tools for 3D artists and programmers to optimize and create 3D graphics content for game software and for military training applications;
GAMEBRYO Numerical Design, Ltd. 1506 E. Franklin Street, Suite 302 Chapel Hill NC 27514 computer game software development tools, namely, 3D graphics engine and toolkit consisting of a C++ software library, plug-ins for 3D modeling tools, and software tools for 3D artists and programmers to optimize and create 3D graphics content for game software and for military training applications;
 

Where the owner name is not linked, that owner no longer owns the brand

   
Technical Examples
  1. A computer-readable medium causes a computer to operate as a server for managing the development of software by a software development team. Stored on this computer-readable medium is a computer program which includes an object module and a software development tool integration module. The object module performs operations on a linked object structure which represents a software development project. The software development tool integration module has one interface which interacts with the object module and has another interface which interacts over a communication network with personal computer for the software development team. By this interaction, traceability links are created between an object, in the linked object structure, which represents a particular artifact that is generated by a member of the software development team, and various other objects which represent related items such as a tool that was used to create the artifact, a task that was performed to create the artifact, and a document that is related to the artifact.