What do other developers have to say about RenderMonkey™? Check out some of these testimonials.
“RENDERMONKEY became an invaluable tool for fast real-time shader development during “Tomb Raider Angel of Darkness”. It allowed us to setup shaders in an isolated controllable environment with instant feed back on changes”. — Duncan Hopkins, Lead PC Programmer, Tomb Raider Angel of Darkness’
“While prototyping, RENDERMONKEY allowed us to quickly put up new shaders and test out various rendering techniques. The ability to instantly see the results in the preview window dramatically accelerated development time spent on new effects and allowed us to concentrate more on tweaking to get the expected result. RENDERMONKEY ships with a wide library of shaders ranging from basic examples to the more advanced ones demonstrating some of the latest technology used in real time graphics”. — Francis Boivin, 3D Programmer, Ubisoft
“RENDERMONKEY vastly improved our turnaround, from concept to actual code”. — Phillipe Paquet, Core Technology Manager, Reflections Interactive (Driver 3)
“RENDERMONKEY allowed us to quickly and easily develop high, medium, and low-end shaders for our latest title. RENDERMONKEY’s easy to use, and its customizable interface helped programmers and artists efficiently work together to develop a desired shader effect. ATI has really hit a home run with this tool. We’ll be using it for years to come”. — Matt Gdowski, Technical Lead, Gabriel Interactive
“With real-time preview, simple interface, disassembly window and other great features, RENDERMONKEY helped us to develop shaders in very short time for our game. If we did the same in C++, it would increase development time by factor of ten or even more. This tool is vital for any shader programmer”. — Roman Lut, Graphics engine programmer, Deep Shadows