[rev_slider alias=”rendering”]
RENDERING
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Next-Gen Power
- HDR
- Deferred rendering
- Physically based BDRF shading
- Terrain CLOD
- Dynamic lights
- cascade shadow mapping
- dynamic threaded occlusion culling
- Image Based Illumination system
- hardware instancing
- FFT ocean simulation
- atmosphere scattering
- dynamic clouds sysyem
- night and day cycle
- SSAO and SSGI
- dynamic reflection
- Mesh LODs
WEATHER SYSTEM
- Rain
- Thunders
- Wind
- Humidity Level
- Puddles level
- Cutscene editor integration
OCEAN
- Multi-threaded FFT simulation
- Gerstner simulation for local shore waves
- Vertex displacement with Automatic LOD
- Multi-layered tiled normalmaps
- Subsurface scattering
- Foam system
- Realtime reflections
- Refraction with Chromatic aberration
- Water density
POST-PROCESSING FX
- HDR Bloom
- Customizable filmic tone-mapping
- Sharpen
- Lens flares
- Screen-space global illumination and ambient occlusion
- Screen-space reflections with variable roughness
- Lens distorsion and aberration
- Advanced contrast control
- Vibrance and saturation control
- Color balance and color Levels control
SKY
- Completely procedural
- HDR
- Night & Day cycle
- Dynamic Clouds dome
- Billboard clouds
- Highly parametrizable
- Atmospheric Scattering
[rev_slider alias=”terrain”]
TERRAIN
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Advanced Terrain Editing and Rendering
- In-editor sculpting
- In-editor Texture splatting
- Global colormap
- Automatic Global Normalmap On-The-Fly Generation
- Can import external 16 bit heightmaps
- Terrain Ambient Occlusion
- Automatic CLOD
- Roads
- Rivers
- Fences
- Vegetation system
RIVERS & LAKES
- Specialized shaders
- Foam computed by slope
- Reflection / refraction
- Inside / outside rendering
- Generated In-editor with paths
- Caustics
VEGETATION
- Procedural wind-based movement
- Terrain Heightmap adapting
- Splatting On Terrain
- Color variance basing on position
[rev_slider alias=”physicsai”]
PHYSICS & AI
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Advanced high level facilities
- Physx support
- Rigid bodies
- Ragdolls
- Vehicles
- Joints
- Buoyancy
- Waypoint path finding
- Automatic terrain path generation
- Steering behaviour
- Message system
- Tactical point helpers
- Rich foundation library for controlling tactics
[rev_slider alias=”tools”]
PROGRAMMING & TOOLS
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Advanced All In One Editor & Extensive programming support
- GUI editor
- Visual Node-Based Animation&Logic “GameMachine”
- Terrain editor
- Post Processing editor
- Time of Day timeline tool
- Cutscene animator tool
- Assets inspectors\editors for: models&animations, materials, sounds, fonts, textures, scripts
- Assets Importing
- C-like propretary Scripting language with complete library foundation
- Rich game classes foundation just ready
- On The Fly Profiles
- Visual Studio C++ SDK
- Visual Node-Based Logic editor
- Support for custom editor plugins via C++
- Support for custom game classes packages via C++
GUI
- Visual GUI Editor
- Integrated with Visual node-based logic editor “GameMachine”
- Scriptable
- Used for Both Engine Editor and Games HUD
- Rich components foundation
- Extensible via C++
CUTSCENE EDITOR
- Animate almost everything
- Spline Curve editor
- Extensible via C++
- Cutscenes can be played by GameMachine
- Cutscenes can be played by Script
- Cutscene can be played by Triggers
- Can send events to GameMachine
- Can Instantiate objects
GAME MACHINE
- Innovative visual logic stystem
- Integrated node-based editor
- Multi-layered Finite State machine based
- Events driven
- Animation blending system integrated
- Game Designers compliant
- Rich node classes foundation
- Node classes extensible via C++
ASSETS IMPORTING
- Drag ānā Drop
- Extensible via C++
- FBX, DAE, 3DS, OBJ support for models & animations
- TGA, PNG, TIFF, DDS support for Textures
- WAV support for sounds
C++ FRAMEWORK
- Provided separately
- Visual Studio 2010 compliant
- Support for extending Editor via plugins
- Support for extending Cutscene editor
- Support for extending GameMachine nodes
- Support for extending Game classes
- Support for extending GUI widgets
- Support for extending Import system