Monday, May 26, 2008
Sunday, May 25, 2008
Tuesday, May 20, 2008
еще возможности
Sunday, May 18, 2008
Sunday, May 11, 2008
Features (Updated)
Last updated April 8, 2010.
+ C++
+ Object-Oriented Design
+ DirectX 9.0
+ DirectX 10.0, 10.1(optional)
+ Way to DirectX 11
Shading, Lighting:
+ Deferred Shading
+ Forward Shading
NEW! + Radiosity Normal Maps
+ Global Illumination with Photon Mapping (in process)
+ Light Pre-Pass Rendering
+ Per-pixel lighting, more than 100 lights in frame
+ Fully dynamic lighing
+ Special Dinamic LightMaps(will give 500-1000 dynamic lights in frame)(in process)
+ VSM
+ HW SM
+ more
Post Effects:
+ High-Dynamic Range Rendering
or
+ Low-Dynamic Range Rendering
+ Screen-space ambient occlusion
+ Per pixel Motion Blur
+ Many variations of Depth of field effect
+ Haze effect
+ Bloom
+ Gamma-correction
+ Tone mapping
+ Eyes adaptation
+ Screen Space Global Illumination Effect
+ User post effects(Visual Editor)
+ more
Scriping:
+ LUA scripting + luabind
+ AngelScript (optional)
+ Visual Scripting Editor
+ more
Meshes, Animations:
+ Skeletal Animation(GPU/CPU skinning)
+ Animation Blending
+ Morph meshes(in process)
+ Inverse Kinematics(in process)
+ Static meshes
+ Simply Terrain(in process)
+ Billboarding
+ more
Advanced:
+ Flexible material system, shaders generating (library of the prepared materials)
Any materials and effects which you can only think of :)
Sky, Whater, Rain, Decals, Fog, Sun, Volumetric Fog, Volumetric Light,
Soft particles, Reflection, Refraction, etc
+ Two-Sided Shading
+ Lens Flares
+ Subsurface scattering
+ more
Audio, Video:
+ Audiere sound library
+ FMOD (in plans)
+ Theora video
Optimizing:
+ Frustum Culling
+ Occlusion Culling
+ Level of Detail
+ more
+ Advanced GUI system
NEW! + Multithreading
NEW! + Streaming
NEW! + Background level loading
NEW! + Shaders cache for fast loading
Physics:
+ full support PhysX
+ Havok(in plans)
Networking System:
+ Client/Server Architecture,UDP,TCP(in process)
Exporters:
+ Plugins for 3ds max 7-12
+ Support obj, 3ds file formats (optional)
+ Collada (optional)
Engine Editors:
+ WYSIWYG Level Editor (has two modes: InGame, InEditor)
NEW! + CoreBrowser(Content,Log,Script classes,Statistics, all in one uber viewer)
+ Material Editor
+ Skeletal Mesh Editor
+ Animations Blender Editor
+ Static Mesh Viewer
+ Visual User Post Effects Editor
+ Visual Scripting System (Destiny Editor)
NEW! + SceneArtist Editor
+ Physics Editor
+ Particles System Editor
+ Visual Sound Editor
NEW! + LensFlares Editor
NEW! + UI Editor
+ more
+ more than 200K C++ source code lines
+ more than 20K shaders source code lines
+ C++
+ Object-Oriented Design
+ DirectX 9.0
+ DirectX 10.0, 10.1(optional)
+ Way to DirectX 11
Shading, Lighting:
+ Deferred Shading
+ Forward Shading
NEW! + Radiosity Normal Maps
+ Global Illumination with Photon Mapping (in process)
+ Light Pre-Pass Rendering
+ Per-pixel lighting, more than 100 lights in frame
+ Fully dynamic lighing
+ Special Dinamic LightMaps(will give 500-1000 dynamic lights in frame)(in process)
+ VSM
+ HW SM
+ more
Post Effects:
+ High-Dynamic Range Rendering
or
+ Low-Dynamic Range Rendering
+ Screen-space ambient occlusion
+ Per pixel Motion Blur
+ Many variations of Depth of field effect
+ Haze effect
+ Bloom
+ Gamma-correction
+ Tone mapping
+ Eyes adaptation
+ Screen Space Global Illumination Effect
+ User post effects(Visual Editor)
+ more
Scriping:
+ LUA scripting + luabind
+ AngelScript (optional)
+ Visual Scripting Editor
+ more
Meshes, Animations:
+ Skeletal Animation(GPU/CPU skinning)
+ Animation Blending
+ Morph meshes(in process)
+ Inverse Kinematics(in process)
+ Static meshes
+ Simply Terrain(in process)
+ Billboarding
+ more
Advanced:
+ Flexible material system, shaders generating (library of the prepared materials)
Any materials and effects which you can only think of :)
Sky, Whater, Rain, Decals, Fog, Sun, Volumetric Fog, Volumetric Light,
Soft particles, Reflection, Refraction, etc
+ Two-Sided Shading
+ Lens Flares
+ Subsurface scattering
+ more
Audio, Video:
+ Audiere sound library
+ FMOD (in plans)
+ Theora video
Optimizing:
+ Frustum Culling
+ Occlusion Culling
+ Level of Detail
+ more
+ Advanced GUI system
NEW! + Multithreading
NEW! + Streaming
NEW! + Background level loading
NEW! + Shaders cache for fast loading
Physics:
+ full support PhysX
+ Havok(in plans)
Networking System:
+ Client/Server Architecture,UDP,TCP(in process)
Exporters:
+ Plugins for 3ds max 7-12
+ Support obj, 3ds file formats (optional)
+ Collada (optional)
Engine Editors:
+ WYSIWYG Level Editor (has two modes: InGame, InEditor)
NEW! + CoreBrowser(Content,Log,Script classes,Statistics, all in one uber viewer)
+ Material Editor
+ Skeletal Mesh Editor
+ Animations Blender Editor
+ Static Mesh Viewer
+ Visual User Post Effects Editor
+ Visual Scripting System (Destiny Editor)
NEW! + SceneArtist Editor
+ Physics Editor
+ Particles System Editor
+ Visual Sound Editor
NEW! + LensFlares Editor
NEW! + UI Editor
+ more
+ more than 200K C++ source code lines
+ more than 20K shaders source code lines
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