|
|
| the engine : [1] [2] [3]
Terrain Engine
# Continuous, seemless, LOD mesh generation (using screen error metrics)
# Aggregated tile mip-mapping
# Light mapped for hill and building shadows
# Dynamically generated blend tiles
# Altitude based fog banks
# Seamless integration with the interior engine
Interior/Building Engine
# Portal based interiors
# Seamless integration with the terrain engine
# Detail brushes
# Buildings can be instanced, placed, manipulated and yes, scaled, with the world editor
Mesh Engine
# Continuous level of detail based on a progressive mesh algorithm
# Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation
# Mesh vertex deformation animation
# Multi-bone mesh skeletal animation
# Simple interface to multi-sequence animation manager
# Damage detail level
# Collision detail level
# Projected object shadows (clipped against the environment)
# 3DStudio Max & MilkShape exporters
Water Engine
# Continuous, seemless, LOD mesh generation (using screen error metrics) for large bodies of water
# Dynamic waves
# Multi-pass wave crest and shoreline textures
# Integration with terrain and interior engines
Particle Engine
# Integrated with scripting engine
# Animate texture and scale
# Specify particle mass, drag, starting velocity, etc.
# Sophisticated particle generators which can emit multiple particle types at once
Sound
# Multi-channel prioritized SFX manager
# 3D sound support; panning, volume, doppler, cones
# OpenAL
| | |
|
|
|
|
|