Render
- Lighting
- PRT (Precomputed Radiance Transfer, spherical harmonics)
- per-pixel lighting
- light maps
- gloss maps
- omni light, omni with cubemap modulation
- directional light with 2D texture modulation
- sky skattering
- Shading
- per-pixel shading
- stencil shadow
- depth shadows
- soft stencil shadows
- GPU shadow volume extrusion
- Texturing
- normal mapping
- DXT compression
- Special effects
- particles with different types of emitter
- explosions
- water
- volume directional lights
- decals
- flares
- per-pixel radial linear fog for the whole scene
- volumetric fog
- mirrors (2D/cubemap, with customizable refresh interval)
- Fresnel refraction
- customizable set of shaders (lava shader, detail normalmaps)
- 64-bit color HDR (High Dynamic Range rendering)
- bloom
- glow
- flare chromatic aberration
- adaptive exposure
- Postprocessing
- Scene management
- portal rendering (indoor)
- quad-tree subdividing (outdoor)
- seamlessly interconnected indor and outdoor
- occlusion culling
- LOD (Levels of Detail)
- Base objects
- mesh
- skinned mesh (for animation)
- terrain - regular mesh of heights with 4 LODs and hardware morphing
- GUI object (monitor, camera, user interface)
- player (including spectators)
- Optimizations
- different codepath for different card generations (nv30, nv40, glsl)
- work at nv10 and nv20 with full deactivation of the effects in singlepass mode
- matrix palette skinning
- GPU calculation of shadow volumes
- SSE/3DNow! optimizations
- performance profiling
Physics
- collision detection
- comprehensive set of geometric primitives:
- sphere
- capsule
- cylinder
- box
- mesh (AABB tree for per-triangle culling)
- terrain (regular height map)
- compound collider
- rigid body
- rag doll
- vehicle physics
- ray car
- various joints:
- fixed
- ball
- hinge
- wheel
- slider
- universal
- spring
- joints destruction
- particle physics
- fluid buoyancy
- water flow
- performance profiling
Sound
- 3D sound
- streamed sounds
- entirely loadable sounds
- binding sounds to objects
- impact sounds
- Doppler effect
Scripting system
- fast bytecode compiler
- C/C++ like scripts syntax
- threads with fixed FPS
- engine API repetition
- object-oriented programming
- performance profiling
Graphic User Interface
- various widgets:
- sprite
- viewport
- drop-down menu
- button
- check box
- radio button
- slider
- label
- edit line
- containers:
- window
- group box
- tab box
- scroll box
- vertical/horizontal box
- dialogs:
- message box
- file selector
- color selector
- activation animation
- 3D effects
- easy-to-use UI files format
- True Type fonts support
- Unicode support
System
- supported platforms:
- supported file formats:
- 3D objects - mesh, 3ds, lwo
- images - tga, jpg, png, dds, xpm
- sounds - wav, ogg
- data compression
- data encryption
- Unicode support
- CPU optimizations (SSE2, SSE3, 3DNow!)
- flexible C++ API of the engine
Tools
- material editor with support of mesh, 3ds, lwo files
- tool for normal map generation for low-poly models
- data archiver
- distributed PRT calculation tool
- 3DStudio mesh export/import plugin
- Maya mesh export/import plugin
- 3DStudio skinned mesh export plugin
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