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
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 Dynamic day/night cycles are supported, as well as real-time weather changes
 Simulate thousands of rigid bodies in real-time
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