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Features

Rendering

  • Unified per-pixel lighting system with dynamic soft shadows; Every object casts and receives shadows
  • Point, spot, and directional lights
  • Masked shadows for tree and plant effects
  • Specular reflection and normal mapping
  • Parallax mapping
  • Fast instanced mesh rendering
  • Dynamic visibility determination, requiring no pre-placed portals or compiling
  • Hardware skinning for fast animation
  • Bloom, depth-of-field, motion blur, and other post-processing effects
  • Fast hardware particle effects
  • Seamless transitions between indoor and outdoor areas
  • Adjustable rendering viewports
  • Support for ambient occlusion maps
  • Render to any graphics context to create Windowed applications and tools
  • Render to texture
  • Lens flare effects
  • Dynamic shader management chooses from thousands of variations and compiles requested shaders on-the-fly
  • Open-ended materials and shader system
  • Use existing shaders or add your own
  • Optimized rendering pathways for Shader Model 4.0, with render fallbacks for older hardware
  • Features can be scaled to accommodate older hardware
  • Load textures from .dds, .png, .tga, .bmp, and .jpg files

Meshes

  • Load .obj, .md3, and .gmf meshes, or create meshes from scratch
  • Support for animated meshes with fast hardware skinning
  • Create box, cylinder, sphere, cone, and plane primitives
  • Support for arbitrary number of LOD versions
  • Fast mesh rendering using GPU instancing, if available

Terrain

  • Huge landscapes with up to 33 million triangles
  • Simulate areas up to 650 square miles
  • Dynamic lighting and self-shadowing terrain allow day/night cycles and weather effects
  • Modify terrain in real time
  • Vegetation layers can simulate millions of plants
  • Alpha-blended tiling terrain

Animation

  • Hardware skinning for fast animation
  • Blend animations, or mix hard-coded actions or physics with animation
  • Attach weapons or items to animated limbs
  • Attach physics bodies to limbs for animated collision and locational damage

Physics

  • Support for multi-core CPU acceleration
  • Simulate thousands of rigid bodies
  • Create complex machines with ball, hinge, corkscrew, slider, universal, and fixed joints
  • Extremely fast solver, with far greater stability than any other physics engine on the market
  • Collisions with polygon meshes, convex hulls, boxes, cylinders, cones, spheres, chamfer cylinders, and capsules, or compound collisions made up of any combination thereof
  • Player controller simulates player movement while participating in complex physics interactions
  • Customizable collision system with support for any number and scheme of collision types and interactions
  • Powered by Newton ArchimedesÆ

Audio

  • 3D sound positioning, spatialization, and attenuation
  • Load .wav and .ogg audio files
  • EAX audio effects like reverb simulate different acoustic environments
  • Seamless sound looping

Programming

  • DLL version can be used with virtually any programming language
  • Programmable in BlitzMax with a BMX module
  • Procedural interface allows full access to all features while maintaining a simple and straightforward API
  • Headers available for C++, C#, VB, and other languages
  • Abstract file system with no pre-defined folder structure
  • Load files from .zip packages directly into memory
  • Automatic caching and instancing of media files
 
Dynamic day/night cycles are supported, as well as real-time weather changes
Simulate thousands of rigid bodies in real-time