- Texturing/Shaders
- Complete programmable shader pipeline
- GLSL cross platform shader language support
- Shader fragment compatibility chain via scripting, so if one of your shaders isn't compatible, you can prioritize another shader to take its place.
- Programmable post-effect pipeline that supports optimized bloom, toon and ambient occlusion type effects
- Per-object multi-pass shader support
- Vertex color
- Normal mapping with specular map support
- Texture compression
- Vertex buffer support
- JPG support with separate alpha map options
- PNG support with separate and embedded alpha map options
- 3D Assets
- Object Level Backwards compatibility dynamic configuration that can detect hardware and run on the fly.
- Mesh configuration like adding tangents on the fly
- Remapping through UV Channel swaps and copies
- Strip, add, and swap mesh / texture assignments
- Swap spec for ultra low-end per-vertex specular
- Smoothing group support
- Reference system that takes advantage of vertex buffers that dramatically optimize prop style objects. this reuses mesh data and just has a unique transform. Independent object fade by ranges etc still work in this scenario.
- Particles/Effects
- Key frame based particle animation - Color, Position, Rotation, Scale
- Stepped and random particle texture animations
- Multiple blend styles for creating smoky burning effects to amplified fire
- Particles reference their positions from the world and not the emitter
- Particles spawn from a moving emitter position then take on world positions living out their key framed lifespan - this can be used to create complex cloud systems that generate, change, grow and reshape over time.
- Dynamic Trail system, can be attached to animated objects used for swings, speed effects, bullet trail effects, target prediction and calculation.
- Other features
- Advanced sorting and culling
- 2d to 3d pick system for world objects and dynamic entities
- Full Open GL support
- High-end light management priority system that can support many lights even on older hardware
- Per-light ambiance control, for creating dramatic to subtle ambient lighting control on a per-light basis.
- High Dynamic Range (HDR) support
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| This demo includes, mmo technologies, background asset streaming, server base artificial intelligence, path finding, finite state machine, pets, chat, persistence, character customization, shader programmable pipeline, normal maps, specular maps, glow effects, blooming, particles, trail effects, level of detail, popout, fade by distance, mini-map, compass, movable menus and more. | | | | | | | | | | | |
| This click-and-play path finding example with interactive camera control includes, casual style graphics, shortest path finding, NPR Toon rendering, 2d to 3d picking, custom buttons, finite state machine, object triggers, dynamic physics changes, roll, slide and bounce physics. | | | | | | | | | | | |
| This simple casual golf demo includes, casual style graphics, multi texture, effects, trail system, level of detail, tool tips, custom UI, movable menus, power meter, golf physics, multiple cameras and dynamic surface changes. | | | | | | | | | | | |
| Global – Fixed Emmit effects, Matrix Spinner – complex attachments, Sprayer – interactive emitter, and Long Trail – animated emitter. Created through key-framed Color, Position, Rotation and Scale and are varied through random and sequential emissions and animations, area based emitters, particle lifetime, and min/ max durations for animation speed and emission times. | | | | | |
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