Abyssal Engine Features

Date: 10-17-2007 Views:
KeyWord: Abyssal Engine
Summary:Here is Abyssal Engine`s introduction including rendering, audio, networking and so on. Thanks to Cellganes.

1.1 General

- Modular, interface based engine with support for latest 3D hardware.

- Pentium 3/4 and Athlon optimizations (MMX/SSE/SSE2): engine’s data structures and critical code are optimized for modern processor architecture (instruction and data cache friendly formats). In progress: SSE2 instruction support

- Built in memory leaks detection mechanism

- Debug tools (bug reports, memory dumb)

 

1.2 Rendering:

- OpenGL 1.3/1.4/1.5 hardware acceleration

- Optimizations for NVIDIA Geforce 1,2,3,4, FX and ATI Radeon 7500, 8500, 9xxx (OpenGL vendor specific extensions)

- Texture and vertex memory prioritized management (video, AGP and system). Vertex buffers implemented through Vertex Array Range (NVidia - Geforce), Vertex Objects (ATI - Radeon, Matrox - Parhelia) or common ARB path (vertex buffer objects)

- Shader oriented rendering pipeline

- Complex skeletal and morphing animations: animation timing, animation blending, skeletal tags for weapons, rigid armor and other elements (eyeballs, mustache, hair etc.). Hardware skinning via vertex programs (ARB_vertex_program). Work in progress: optimizations for software (SSE).

- Terrain rendering with dynamic level of detail including detail textures, multi patch support and quad tree visibility for huge areas. Work in progress (almost finished): dynamic patch loading for seamless terrain loading in background (with player movement prediction)

- Indoor support (portal based clipping system)

- Dynamic (vertex) or static (lightmaps) lighting

- Special Effects: glow, lens flare, fire, procedural water (with real time reflections via pixel shaders), decals, highly customizable particle system (script driven) for various spell effects

- Fast collision detection and response suitable for large environments with thousands of moving entities (various implementations: BSP, spherical, range based, object oriented trees)

- Physics system: gravity, friction, tension

- Dynamic shadow (stencil buffer based) – Work in progress

- Dynamic per pixel lighting (full for indoor scenes and for characters only in outdoor), including per pixel attenuation, self shadowing, glossiness, diffuse and specular bump mapping – Work in progress

- Displacement mapping for terrain rendering - Work in progress

- Weather effects (work in progress): day/night cycle, wind effects, rain, snow, eclipses.

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