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Features
Core
- Newly designed object oriented C++ API
- Uses STL for resource management
- Library technical reference created with doxygen
- Automatic management and cleanup of important engine resources
- Built in console and engine variables
- DirectX 9 support
- Optimized Hardware transformation and lighting support
- Custom software transformation and lighting code for platform
independent purposes
- Directional, Point, Spot, and Infinite lights
- Fast view frustum bounding box culling
- Custom File System with the ability to store your data in a custom file
format
- Proprietary archive format, or use .ZIP files for packaging data files
- High resolution timer and code section profiling tools
- Fast selection of meshes using bounding box and exact triangle
intersection tests, with either a single ray or rectangular region
Third
Party Libraries
- AngelScript by Andreas Jönsson
(Open Source)
- OpenEXR by Industrial Light and Magic
(Open Source)
- LibJPG (Open Source)
- LibPNG (Open Source)
- zLib (Open Source)
- CG by Nvidia
Mesh Formats:
- Proprietary PRO format for storing meshes and keyframe animation
- Proprietary CHR format for storing all forms of character animation
- Proprietary DAT archive format for storing
multiple files in one archive
- Proprietary LSL format for storing levels
- BMP, DDS, HDR, JPG, OpenEXR, PCX, PNG, TGA
loaders, with full code (does not use DirectX image load functions)
- Wav file loader for sounds
- Import from 3DS, LWO, LWS, MDL, MD2, .X
- ShapeBuilder routines for creating meshes from scratch, or built in
common primitives like boxes, spheres and cylinders useful for physics
simulations
Image Formats:
- Custom image loading and saving routines (all source code provided, does
not rely on DirectX libraries)
- PCX, TGA, BMP, DDS, EXR, HDR, JPG, PNG
Rendering:
- Billboard and point sprite based particle systems
- Dynamic stencil shadow generation for static and animated characters
- Control mipmapping, texture filtering and antialiasing
- High Dynamic Range rendering with support for OpenEXR and HDR image
formats
- Meshes optimized for cache coherence at runtime
- Multiple monitor output
- Motion blur and glow effects
- Scissor testing
- Depth buffering
- Depth sorting for alpha blended primitives
- Shadow maps
- Projected shadows
- Line Lists
- Lens Flares
Materials:
- Diffuse and specular, EMBM properties
- Prebuilt rendering state blocks for common materials
- EMBM, DOT3, Normal mapping, and Parallax bump mapping support
- Link materials for multipass effects using different shaders and vertex
formats
- Control environment mapping and culling modes
- Control render states directly inside a material, such as texture
wrapping, texture stage blending, z compare, alpha compare, alpha blending,
z writes, etc
Level Rendering
- Fast Terrain Rendering engine with texture splatting or a single
texture, quadtree visibility culling
- Alter terrain on the fly with textures that changes according to height,
using realtime splatting
- Paint roads and other features directly on terrain
- Terrain decals for rendering scorch marks
or other large detailed textures over terrain
- Scrolling textures for water or lava
- BSP Rendering Engine with PVS/Lightmapping, dynamic lights and collision
detection
- Atmospheric effects like fog, clouds, sky (box and sphere), reflective
water
Level Editor
- WYSIWYG editor for terrains and BSP based levels
- Seamless indoor and outdoor rendering of BSP buildings and terrain
- Raise or lower heightfields using brush strokes in realtime
- Paint roads and other features on terrain using texture splatting
- Generate terrain textures with baked on shadows from heightfields
- Edit entity properties and user definable data
- Edit camera and AI paths
Character Animation
- Character Animation engine using keyframes, tweening, or skinned meshes
using bones
- Import model animations from 3DS, MDL, MD2, 3DS Max with Character
Studio, or Maya bones, or Lightwave scenes
- Blend between motions for seamless character animation
- Attach models to bones to make characters hold weapons and other items
- Animate via custom bone transformations in addition to keyframed
animations
- Optimized vertex shaders for tweening and skinning (using matrix
palettes)
User Interface
- 2D User interface classes with a complete desktop-like environment with
dragable windows
- Bitmaps
- Boxes
- Check boxes
- Combo boxes
- Line
- List box
- 3D mouse cursor
- Sliders
- Text
- Windows
- Desktop
Scripting
- C++ like scripting language (Angel Script) for game logic or even write
an entire program
Physics
- Integrated rigid body physics (Newton)
- Spheres, Boxes, Cylinders, Capsules, Cones, Chamfer cylinders, Convex
hulls
- Several types of joints
- Collision against static level meshes
- Collision against deformable terrain
- Collision against BSP including curved surfaces
- Ragdoll physics with skinned characters
- Ragdoll editor for adjusting primitives, mass, angle limits and other
parameters
- Water buoyancy
Shaders
- Supports ALL shader models including SM3
- Assembly, CG, or HLSL shader support
- .FX shader file support
Collision Detection
- Octree collision detection for general polygon soups (ie models exported
from 3DS Max)
- BSP collision for levels
- Geometric polytope based collision detection and ray intersection tests
Audio
- 3D Sound
- DirectSound
- DirectMusic
- MP3
- CD Music
- EAX support
Media
- Movie playing (all formats) for cut scenes, or displaying on textures
Frameworks
- Screensaver example
- Winamp Plugin example
- MFC example with floating dockbars
- Xbox1 and PC application frameworks
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