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
Dude this is so great
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/ )
The UI is one I wrote (UIs are a serious pain to get right). The art was done by a friend of mine.
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
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!