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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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