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the engine :   [1] [2] [3]

Modern Warfare is built on the robust AAA Torque Shader Engine technology.

# An API independent graphics layer, TorqueGFX, currently supporting DirectX 9, but designed with forthcoming OpenGL support in mind.
# Procedural generation of shaders that support: dynamic lighting, bumpmapping, detail maps, specular, cubemapping, glow, refraction, reflection and texture UV animation.
# Powerful shader interface allowing easy integration of custom shaders and effects.
# Versatile vertex buffer and texture management, with support for static, dynamic and volatile vertex buffers.
# Per-pixel lightning system.

Technical

Torque Core
# Materials - The TSE engine renders everything using the Materials System. Materials are surface descriptions that can be used for things such as physics and sound information. The Materials are designed to work on all types of geometry. They look the same whether placed on a building, the terrain, or on a skinned character. They are unified as much as possible throughout the engine.
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# Flexibility - Data specified in Materials is used to procedurally create the shaders necessary to render the different materials. This is a very powerful system because it does not rely on programmers to create the shaders. It is an art/designer driven process. Because there are many different Material parameters, there are thousands of possible shader creation combinations. In addition, the shaders are generated specifically for the hardware that the engine is running on. Shaders automatically scale in power and render quality based on the platform. It will even multipass render a Material automatically if necessary. This adds up to massive time savings for developers; artists can get results without directly involving a programmer, and programmers don´t need to write dozens of mundane shaders.
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# CustomMaterials - Procedural generation of shaders is a real time saver, but it can´t create every kind of shader imaginable. For special effects or custom "looks", the CustomMaterials are available. They allow shader programmers to easily drop in their own .hlsl or shader assembly files right into the TSE framework. There are even fallback hooks for each level of shader hardware, so there is full control over how it looks on all platforms.
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# Buildings and other map objects are batched and rendered per zone. They can also do bumpmapping, specular highlights, lightmaps, fog, and detail maps in a single pass on hardware that supports 2.0 level shaders.
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# Render-to-texture functionality for all kinds of special effects. This allows Glow and Refraction Buffers and all kinds of effects in the future like Depth of Field, Motion Blur, 3D HUDs, and many other possibilities.
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# Dynamic Shadows - Support for shadows that allow models to self-shadow as well as cast shadows on their environment.
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# Dynamic Lighting - Mobile lights that attenuate over distance and shade bumpmaps.

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