The proven engine with ready-to-use gameplay mechanics
A vintage game engine designed for tactical 3D RTS games with destructible environment, realistic physics, competitive matches for up to 16 players, and modding tools. Lightweight. Recently upgraded to support modern OS and hardware.

Gem1 is Best Way’s proprietary game engine, first used to create Soldiers: Heroes of World War II (2004).
In 2025, the technology was updated for modern systems, ensuring stable operation and compatibility with new platforms.

The updates include support for widescreen monitors, 4K resolution and VSync, rendering at up to 1000 FPS, and automatic selection of the discrete GPU on laptops. The engine retains a 32-bit architecture, but, thanks to LARGE_ADDRESS_AWARE, can use up to 4 GB of RAM. Windows 10 and 11 and multi-core processors are supported.

The graphics subsystem is based on DirectX 9, guaranteeing time-tested stability and high performance.

For networked games and service functions, integration with Steam is implemented: Achievements & StatsSteam Networking, direct invitations to sessions, and Steam CloudSteam Workshop support provides convenient sharing of modifications between users.

Gem1 remains a great foundation for creating tactical and strategic 3D games, brought up to date for modern requirements.

Engine Key Features

You see in the editor exactly what will be in the game (the WYSIWYG principle)
An editor built into the engine: maps, missions, objects, and effects are immediately displayed in the game scene and have their final look. This approach shortens the time needed to verify results and simplifies the development process.
Modding and Steam Workshop (UGC)
Support for standalone mods and full integration with Steam Workshop, as well as game resources open for modification and configuration files in an understandable text format, provide the ability to create and distribute user-generated content. Game projects receive extended community support out of the box.
Integration of Steam services
Achievements, cloud saves, and other Steam services are integrated directly into the engine. This integration allows you to release a game on the platform quickly, out of the box.
Networked multiplayer
A ready network foundation: deterministic multiplayer for up to 16 players and cooperative mission play for 4 participants, with the ability to transfer unit control between players. The package includes five ready-made multiplayer scenarios.
Environment destruction system
The developer gets a ready system for a dynamic environment, simplifying the creation of scenarios with full object interactivity. All scene elements can be damaged piece by piece up to complete destruction. Simulation of fire and its spread is implemented.
Object physics
Interaction and collisions of objects are implemented via the FMBP library. Contacts with ground and water are supported, as well as body stabilization and collision calculations using convex shapes. Realistic simulation of projectile and bullet ballistics and blast waves.
Combat simulation
The engine implements realistic projectile ballistics, explosion simulation with crater formation, a component-based vehicle damage model, and dynamic calculation of cover.
Built-in ready game systems
Inventory with item transfer, fuel system, crews with role distribution, simulation of different chassis types, support for melee and thrown weapons, all implemented as basic engine functionality.
Unit behavior system
Behavior schemes are provided for soldiers, various types of vehicles (wheeled, tracked, trailers, tractors, trains, boats, guns, aircraft), and animals. Each unit reacts to events and environmental conditions through sensors that take into account lighting, weather effects, sound signals, and information from allies.
Hybrid unit control
The engine supports two control modes: direct control of a single unit with a top-down view (primary) and selection of multiple units with a box to issue commands, allowing you to combine tactical action with elements of strategy.
Visual components
Rendering of polygonal and voxel models, sprites, light sources, and decals is implemented in the engine. Support is provided for various types of shadows and a full-screen mode with performance up to 1000 FPS.
Effects and particles
An integrated particle system allows you to create special effects without using third-party tools.
Replay system
The engine implements support for recording and playback of game sessions. Developers can add features for viewing battles, analyzing game situations, or tools for competitions.
Localization
Support for all European languages and Chinese is implemented through a system of .lng files and font styles. This approach facilitates a project’s entry into international markets.
Optimization and compatibility
Stable operation is ensured by support for Windows 10/11, automatic detection of a discrete GPU on laptops, and the ability to run on a wide range of hardware.
Debugging and profiling tools
The engine integrates a console, profiler, logging system, and visual debugging. The toolset helps even small teams quickly identify and fix errors
Detailed list of components of the Gem1 game engine

General Information

Programming language:
C++

External technologies:
DirectX9
DirectSound
DirectMedia
Steam Networking

Used libraries:
GJK (for determining contact between convex objects)
FMBP (for calculating interaction of physical bodies)

Operating system support:
32-bit code
Support for running on modern multi-core processors
Support for Windows 10, 11
Support for up to 4 GB of memory via LARGE_ADDRESS_AWARE
Player profile located in %LOCALAPPDATA%
Automatic selection of high-performance GPUs on laptops

External systems support:
Steam

Core Engine Capabilities

Debugging and In-Game Event Logging Tools:

  • Built-in debug console
  • Debug console commands
  • Built-in visual debugging of all core systems
  • Built-in profiler
  • Event logging system
  • Message exchange system between game components
  • Data exchange system between game components and scripts

Organization and Architecture of Game Resources:

  • Support for a virtual file system
  • Packaging of game data into ZIP archives
  • Text-based SDL data format for fast iteration in development
  • Main hierarchy of game objects:
    • Scene
    • Objects on the scene: active, passive, and visual-only
    • Object bones
    • Views in bones
    • Functionality extension system for each game object - extender
  • Supported file formats:
    • DDS
    • TGA
    • BMP

3D World and Geometry:

  • Full set of functions for working with matrices and geometric primitives
  • Cutting holes in the 3D landscape for trenches and craters

Built-in UI

  • Custom UI system with a full set of interface primitives (texts, labels, combo boxes, lists, etc.)
  • Automatic interface scaling
  • Configurable game options system
  • Support for screen switching

Localization Support

  • Ability to switch localization resources via separate folders
  • Localization support via .lng files
  • Support for both anti-aliased and 1-bit fonts
  • Switching fonts through styles and localization
  • Support for all European languages
  • Support for Chinese via a dedicated split font system

Built-in Particle System (for special effects and visual effects)

Built-in Editor

Integrated editors (the editor is part of the game; a mission can be launched not only through the game interface from a separate launcher but also directly from the editor)

  • Landscape and terrain type editor
  • Map object editor
  • Mission logic editor
  • Environment settings
  • Particle system settings
  • Camera movement editor
  • Restriction zone editor
  • Soldier appearance editor (specific look, skills, inventory)

Modding Support

  • Support for mods both standalone and via Steam Workshop
  • Ability to override files in mods through the virtual file system
  • Human-readable text configuration files for game settings

Optimization (for performance):

  • Preloading of objects before missions

Game control:

  • In single-player mode, game speed adjustment and pause are available.
  • Support for various difficulty levels.
  • Support for multiple player profiles (a player can create several game profiles, for example, for different family members).
  • Support for creating saves in single-player mode at any point in mission progress, with full preservation of all data (after loading a save, the mission continues exactly from the point where it was saved).
  • Save System
    • Ability to save and load the game world both during battle and in the editor.
  • Automatic World Cleanup System
    • Removal of corpses, destroyed vehicles, and other expired objects.

Engine Components

Physics

  • Broad phase
  • Narrow phase
  • Limiting the number of ground contacts
  • Object stabilization
  • Contacts between objects using convex shapes
  • Object contacts with ground and water
  • Physics implemented using the FMBP library

Graphics

Display

  • Fullscreen mode only
  • Support for widescreen monitors
  • Support for 4K resolutions
  • Support for VSync
  • Ability to render up to 1000 FPS

Rendering

  • 3D direct rendering
  • Per-vertex lighting of terrain and objects - ambient + diffuse
  • Diffuse textures only for objects
  • Blending of two ground textures
  • Support for shadows:
    • Disabled shadows
    • Sprite-based shadows
    • Separate shadows per object
    • Trapezoidal shadow map
  • Supported Visual Object Types:
    • Decals
    • Light sources
    • Particle systems
    • Polygonal meshes
    • Sprites
    • Voxel objects

Sound and Music

  • Via DirectSound
  • Music format: .wma
  • Sound format: .wav

Video

  • Via DirectMedia
  • Format: .wmv

Animations

  • Inverse kinematics
  • Skeletal animation
  • Mesh animation
  • Texture scrolling
  • Finite state machine for animation sequencing

Game World

*Section describing built-in gameplay mechanics

Simulation of reality:

  • simulation of visibility and target accessibility by ray tracing through the scene;
  • object sampling by two-dimensional zones;
  • support for switchable clips of game-world boundaries that cannot be crossed;
  • detection of physical contact between scene objects;
  • parabolic trajectories of bullets and projectiles;
  • simulation of a railway network;
  • simulation of water;
  • ability to link objects to one another (for example, a grenade to a unit’s hand, a passenger to a vehicle seat or onto vehicle armor).

Simulation of unit capabilities:

  • movement according to the unit’s chassis type with consideration of obstacles along the path;
  • use of inventory items;
  • use of game-world objects as cover (including terrain folds);
  • a “human” unit can use vehicle units (drive, refuel, repair damaged components, use mounted weapons, replenish ammunition);
  • a “human” unit can use buildings and other functional scene objects (ability to enter a building and fire from first-floor windows, ability to place a soldier in cover near windows on other floors);
  • units can fire various types of weapons (a “human” unit supports melee, cold, and throwing weapons);
  • support for swimming in water; in swamps units sink.

Simulation of Military Vehicles and Machines

  • Chassis system with specific simulation for:
    • Wheeled vehicles
    • Tracked vehicles
    • Aircraft
    • Ships
    • Infantry
    • Trains
  • Crew System:
    • Each crew member performs a specific function
    • Each crew member has an assigned seat (visible or invisible)
    • Ability for crew embarkation/disembarkation with corresponding animation
  • Fuel system - vehicles can be refueled or drained

Inventory System

Active objects (units) can have inventories; inventory capacity and composition depend on unit type:

  • Weapons can be held, mounted on vehicles, or removed
  • Weapons can be reloaded
  • Items can be carried in hands and used
  • Objects can have internal contents (e.g., bullets in a weapon, fuel in a barrel)

Weapon System

  • Each object can have N different types of weapons

Real-Time Cover Calculation System

  • Dynamically calculated cover for soldiers

Pathfinding 

  • Pathfinding for vehicles of varying cross-country ability
  • Specialized pathfinding for infantry
  • Support for obstacle systems for passive and active objects

Visibility System

The system is based on vision cones and ray tracing through a 2D grid, taking into account terrain geometry and placed (including dynamic) objects

  • Takes into account weather (night/day/lightning)
  • Takes into account lighting (better visibility under light sources)
  • Takes into account player states

Object Combustion System

Scene objects can catch fire, ignite from explosions or nearby burning objects

Damage System

  • Component-based vehicle damage system
  • Detailed building damage system (by sections)
  • Damage from bullets and shells
  • Support for physically simulated grenades
  • Explosion damage considering physical obstacles
  • Fire damage

Behavior and Control Simulation

  • Multilevel order system
  • Script system for individually configuring object reactions to stimuli
  • Mission logic includes:
    • Player objectives
    • Triggers with conditions
    • Object sampling
    • Commands from AI and scripted reactions
    • Zones
    • Waypoints
    • Current boundaries of the active map zone (clips)

AI-Controlled Unit Behavior System

  • Individual sensor determining an actor’s knowledge of the surrounding world
  • Processing of signals from the external world
  • Information sharing with nearby units
  • Target selection by AI based on priorities
  • Behavior support for various unit types: soldiers, wheeled, tracked, trains, aircraft
  • Different soldier behavior schemes - in cover, in open terrain, searching for enemies
  • Animal behavior schemes

Fog of War

Units can be hidden by fog of war

  • Available options: fog on/off
  • Unit visibility in fog for other units is calculated via the visibility map
  • Unit visibility in fog for the player:
    • If fog is off - all enemies are visible on the map
    • If fog is on - only enemies visible to the player’s units are shown

Player Unit Control

  • Management of unit inventory and item exchange between units
  • Indirect RTS-style control via unit selection box and issuing commands
  • Direct control of individual units with simultaneous movement, aiming, and attacking
  • Extendable player command system
  • Minimap
  • Inventory Management

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