Technology

Cross Engine

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