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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