Engine

Features

Note: Features with a TODO next to them indicate a feature not currently being worked on, but will be a implemented.

General Features

  • Object-Oriented Design, Plug-in Architecture, Save/Load System, written in C/C++, Directx 10, Multi-threaded ( will scale to utilize all cores)

Scripting

  • None Planned yet

Built-in Editors

  • World Editor, Gui Editor, Image Viewer,

Physics

  • Basic Physics, Collision Detection, Rigid Body:

Lighting

  • Per-vertex, Per-pixel, Anisotropic, BRDF:

Shadows

  • Parallel Split Exponential Shadow Mapping (up to 4 splits):

Texturing

  • Basic, Multi-texturing, Bumpmapping, Mipmapping, Relief Mapping with and without self Shadowing, Normal Mapping:

Shaders

  • Vertex, Pixel, High Level:

Scene Management

  • General, Occlusion Culling, Coherent hierarchical culling,LOD:

Supported Model Formats

  • *.3d;*.3ds;*.ac;*.ac3d;*.acc;*.ase;*.ask;*.b3d;*.blend;*.bvh;*.cob;*.csm;*.dae;*.dxf;*.enff;*.hmp;*.irr; *.irrmesh;*.lwo;*.lws;*.lxo;*.md2;*.md3;*.md5anim;*.md5camera;*.md5mesh;*.mdc;*.mdl; *.mesh.xml;*.mot;*.ms3d;*.ndo;*.nff;*.obj;*.off;*.pk3;*.ply;*.prj;*.q3o;*.q3s;*.raw;*.scn;*.smd; *.stl;*.ter;*.uc;*.vta;*.x;*.xml*.

Animation (The following animation Features are being worked on as of 02/01/11)

  • Forward Kinematics, Keyframe Animation(70%) , Skeletal Animation(70%), Morphing, Facial Animation, Animation Blending:

Meshes Mesh

  • Loading, Skinning, Progressive, Deformation: 

Special Effects

  • Environment Mapping (TODO), Lens Flares (TODO), Fog (TODO), Explosion (TODO), Bill boarding, Particle System, Water, Explosion, Weather, Real-Time Atmospheric Scattering:

Terrain Rendering, Splatting:

Networking System

  • UDP_Engine as a networking Library, Client-Server

Sound & Video

  • NLD_Sound Engine, 2D Sound, 3D Sound, Streaming Sound

Artificial Intelligence (TODO, 30% completed)

  • Path finding, Decision Making, Scripted:

Rendering

  • Deferred Shading, Render-to-Texture, Fonts, GUI, MLAA
  1. GUI: MLAA
    what GUI library are you using (screenshots)? a free third party lib or something written from scratch (DX3D)?

    (as MLAA is about Anti-Aliasing http://www.iryoku.com/mlaa/ )

  2. The UI is one I wrote (UIs are a serious pain to get right). The art was done by a friend of mine.

  3. Dude I was just looking your screenies, really love your water.. mine is okay, but it’s just too uniform. I’m using a sine wave to adjust my water in my terrain mesh which is obviously creating some issues at the coast lines, but it’s effective enough and I get great performance so far. In my new engine in DX10 (last you saw was DX9 non FFP) I haven’t yet completed my plane checking, so I’m drawing everything! It’s always encouraging :D

    I just wish I was where I am now, 2 years ago, so we could at least be on the same page with most of this, hehe. I would really love to get some bump mapping and shadow mapping in place, any recommendations on approaches? Once again all the examples I see seem very anti-OO and over-bloated!

Leave a Comment


NOTE - You can use these HTML tags and attributes:
<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>