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KEY FEATURES:
- Games are being optimized to be digitally distributed (many strong audio/video/code compression algorithms integrated).
- Common game logic, although with different assets of quality and effects for each platform.
- Optimized for certain types of games
Network distribution
- Efficient asset compression
- Network data streaming
- Compressions of game code
- Music formats which support both bank-based and recorded playback
Scene
- Hierarchical scene graph representation
- Portal based culling algorithm for interior scene representation
- Automatic occlusion culling, level-of-detail and transparent data streaming allowing the creation of almost unlimited game worlds!
- Support for high-level scripting language
Animation
- Dynamic skeletal animation system with real-time sequence blending
- Support for mo-cap pose matching
- Footskates minimalisation
Rendering
- Powerful rendering of highly detailed models
- Platform-dependent rendering strategy for even more efficiency, while still being transparent for the end-user
- Flexible material system allowing to add custom effect
- Built-in effects: bump mapping, parallax mapping, fur, etc.
- Post-processing effects
- Particlesystem
- Dynamic lighting, including phong, oryan-nayer, lambert illumination models
- Static and dynamic shadowing based on light maps and shadow mapping
- Environment mapping
- Realistic water
Physics
- Cutting-edge technology provided by industry leading Bullet Physics engine
- Supports various shape types: Convex Polyhedron, Box, Sphere, Cone, Cylinder, Capsule, Static Triangle Mesh, Heightfield
- Discrete Collision Detection for Rigid Body Simulation:
Persistent Manifold, with contact point reduction Collision Results can also be used for AI/Triggers/Character Control GJK based general convex collision detection
- SingleQueries:
Closest Point/Normal/Distant Penetration Depth estimation RayCast Linear Cast/Swept Collision Test Experimental Continuous Collision Detection/Time of Impact (incl. Rotation)
- Optimizations:
Sweep and Prune Broadphase Bounding Volume Hierarchy for Static Triangle Mesh (AABB tree) Allows re-use of graphics mesh, instead of duplicating (using index/stride)
Input
- Platform-independent input layer for easy and fast development
Artificial Intelligence
- Motion planner based on behaviour trees
- User experience adapting AI system
Tools/Editors
- What You See Is What You Play game editor
- Visual editor of AI behaviour
- Gesture patterns editor
- Exporting tools for most common graphics applications
Technical
- Built-in multilevel loggers, profilers and leak tracers
- Custom memory allocation model
- Platform-independent interface for math library, internally optimized for each platform
- Highly optimized containers for specific platforms
Audio
- Realtime DSP effects
- 3D audio
- 2D audio for portable platforms and better efficiency
- Easy to use sounds and in-game music manager
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