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Feature
list and technical details
What's this
An interactive 3D real-time engine that reads any kind
of 2D or 3D information and allows to explore the world by means of
helicopter, car, human, virtual camera. The 3D world is shown immediately
and needs no preprocessing.
Generals
- Written in C++, uses
DirectX.
- Modular dll concept.
- Initially auto
adjusts optimal settings incl. language, editable in
on-screen menu.
- Makes use of modern
graphics hardware features; scales to run on all systems, even those
without hardware support.
- Mature stuff - the
engine is integrated into professional applications since over 10 years.
Data input
- Provides an abstract
interface for retrieving geometric data. Implementations for 3D Studio
.3ds files and .X files are derived; other formats, incl. generics, are easily added.
- Each surface (of
both static geometry and models) can be assigned a Material that defines its
appearance (translucency, specular lighting, texture shift effects etc).
Materials are simply assigned by names. These names, textures, and
colors are taken from the model.
Materials range from simple texturing to complex image based lighting.
- Joystick/Gamepad
support
Renderer
- Ingenious "Cell and
Portal"-based PVS algorithm that comes with
neglectible CPU consumption and handles visibility, frustum culling
and occlusion culling for static geometry by memory friendly
precomputation. No restrictions for artists on geometry.
- Highly optimized
state-minimized rendering with adjustable sorting order.
-
Dynamic shadowing with time impact <
2%
- A zoomable, position-
and orientation-following map is self
generated and displayed.
- 2D text+image rendering
interface to support menus and consoles.
- Interactive
on-screen mouse menu for fast input without changing hand to keyboard.
- Flexible Particle Engine with various
physical control parameters and customizable defaults.
-
Flexible sky/background graphics.
-
Sun glare effect with delay and sun
occlusion test.
- Provides external
3D overview of complete map with "dive in" on mouse click
Physics
- Collision detection database - a compressed balanced AABB tree - consumes
just 8 bytes for each primitive by directly referencing
geometry data. The collision result comprises the primitives and a
reference to their surface information (material etc).
- The collision system interacts closely
with the rendering system, hence retrieving close starting points for
low-depth iterating O(log n) searches.
-
Terrain following for
vehicles is primitive-exact, considers chassis movements of
acceleration, impact and steering forces, emulates wheel spring dynamics
and allows for realistic off-road "jumps".
- Object picking and selection for
interactive editing.
Output
- Screenshots
automatically set visibility to 100% for shooting *big* worlds
- Videos with
adjustable size can be recorded, stored on disk and played with any .avi
capable player
- Flight path can be
recorded and played with very minimal data consumption and interactive
steering
- Objects in the 3D
world can be marked and exported (e.g. for further editing)
- Detailed trace logs
and support tool (e.g. for forcing software rendering only)
Sound
- Supports both 2D (control pan, volume, frequency
manually) and 3D Sounds (based on position, orientation, speed, physical
attributes).
- Sound module uses DirectX capabilities, hence
supporting all kinds of hardware incl. surround systems etc.
About
Contact
(Deutsch or English)
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