Dear all,
Take a look at this engine. Impressive. If this topic was already discussed please dismiss it
General Features
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other:
• Standardized high-quality OO C++ with heavy inline documentation. Full Game Implementation source included.
Scripting
• Full integration with .NET scripting languages, allowing programmers and artists to write fully debuggable, IDE-integrated code in your favourite language, from C#, C++/CLI, to VB.NET without the need for a compiler
• Cross-platform support through Mono Compiler
• Python support, as an alternative or addition to .NET support, ensuring maximum choice and compatibility
• Core engine is fully standardized object-oriented C++ with an extremely high level of inline documentation
• Full compatibility with Xbox, Xbox2, and modular rendering and OS components allow for support of other consoles such as PS3
Built-in Editors
• No compile times. Click "Play" to instantly switch between edit mode and in-game action!
• Visual placement and editing of gameplay objects such as players, NPC's, inventory items, AI path nodes, and light sources -- with a full realtime view of their appearance, including 100% dynamic shadowing. Includes a data-driven property editing framework, allowing level designers to easily customize any game object, and programmers to expose new customizable properties to designers via script.
• Fully-featured GUI Designer that allows you to assemble menus visually (including Tab-pages) exactly as they appear in-game.
Physics
Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
• Use of NovodeX FX multi-scene management to take advantage of the upcoming Ageia PPU (Physics Processing Unit).
• Ragdoll character animation, allowing you to mix physics with animations for dynamic effects such as character damage.
• Integrated physics editing inside of Reality Builder, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.
• Fully integrated support for physics-based vehicles, including player control, AI, and networking.
• Volumetric "physics zones" allow differentiation of constants like inertial damping, for instance objects accelerate slower in water
Lighting
Per-vertex, Per-pixel, Volumetric, Lightmapping, Gloss maps, Anisotropic:
• Per-Pixel Lighting and shading with support for PS3.0, PS2.X, PS2.0 and PS1.1.
• Precomputed Radiance Transfer (aka "Realtime Radiosity") support, allowing for Real-Time Subsurface Scattering and Soft Shadowing.
• Unified dynamic world lighting and shadowing, including day/night cycles. Heavily optimized for maximum performance in huge, complex scenes.
Shadows
Shadow Mapping, Shadow Volume:
• Real-Time Subsurface Scattering and Soft Shadowing and using Spherical Harmonics and Precomputed Radiance Transfer
• Shadow & masked-light map projectors, and soft drop-shadows
Texturing
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
• Total integration with popular commercial editors allows artists to create environments, view & configure shaders and lighting, and implement powerful Python-driven scripts directly from their native environment.
Shaders
Vertex, Pixel, High Level:
• Support for PS3.0, PS2.X, PS2.0 and PS1.1. Shading includes dynamic projection mapping, normal mapping, Phong specularity, per-pixel reflection mapping, refractions, virtual displacement (parallax) mapping, animated textures, mix/detail shaders, fabric, anisotropic scattering, water, and other configurable pixel & vertex shaders.
Scene
Management General, Occlusion Culling, LOD:
• Open-ended world structure places no limits on environmental design, with full artist-driven and procedural Level-Of-Detail support.
• Per-pixel Occlusion Culling. Occlusion is automatic, fast, and accurate to the pixel.
• Integration with popular 3D editors (Max, Maya) allows artists to create environments, view & configure shaders and lighting with realtime viewport feedback, and implement powerful Python-driven or C#-driven scripts.
• Reload Scripts on the fly to see your changes without having to restart the application
Animation
Keyframe Animation, Skeletal Animation, Animation Blending:
• Character Normal Mapping, Spherical Harmonics, Rag Doll Physics, skeleton-based multi-weighted.
• Seamless transitioning between physics & keyframe animation. Physics-based character bone influences also allow for procedural animation
Meshes
Mesh Loading, Skinning, Progressive:
• Character Normal Mapping & Spherical Harmonics, with skeleton-based, multi-weighted-bone vertex shader animation.
• Characters can contain any number of arbritrary pixel & vertex shaders on multiple materials
• Export tools for 3D Studio Max, Maya for bringing weighted meshes, skeletons, and animation sequences into the engine.
• Precomputed Radiance Transfer data & lightmaps automatically mapped to Level-Of-Detail meshes.
• Instance any mesh for efficient batch-rendering.
• Optionally Bake or Instance PRT to save memory.
Special Effects
Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Fog, Weather, Mirror:
• Image Post-Processing (stackable) including Depth of Field, Night Vision, Motion Blur, Light Blooms, Volumetric Lighting, and non-photorealistic rendering.
• Water system with procedural waves, per-vertex and per-pixel refraction and reflection of the surrounding World
• Arbritrary Render Target on-demand usage
• FX-system manager with automatic render-batching, optional z-sorting, & vertex & pixel shader-driven systems
Networking System Client-Server:
• Optimized Client/Server-Authoritative networking incorporating latency prediction & adaptive data degradation
• Includes Voice Communication.
• Platform-independent networking component to power Linux or MacOS dedicated servers.
• Networked game state allows multiple users to connect to a design server and make changes to the game world using the full power of Reality Builder.
• Allows truly simultaneous workflow - anyone can log in and spectate, design or play.
• Server doubles as a CVS - synchronizes all prefabs and game assets contained in the level upon connection.
• Replaces need for CMS tools such as AlienBrain
• Integrated voice chat
• Distributed lighting calculations - users can calculate PRT data on their own machines and update the server upon completion.
Sound & Video
2D Sound, 3D Sound, Streaming Sound:
• Environmental Audio with EAX and 5.1 Surround.
• Ogg Vorbis sound streams
• Videos can be used as any texture, in any shader
Rendering
Fixed-function, Render-to-Texture, Fonts, GUI:
• Built with DirectX 9.0 from ground-up to take full advantage of cutting edge technology developments, while fully scalable to DirectX7/8 generation hardware.
• High-Dynamic Range Rendering Using Floating-Point buffers, allowing for Tone Mapping, Exposure Adaption, and Blue Shift, for camera/eye perceptual rendering.
• Powerful fully "What You See Is What You Get" Scene Editor running on Reality.
• Includes material library, entity library, shader configuration, physics setup, entity setup, rendering setup, sky configuration, redundancy-filtered PRT lighting compiler, all with realtime visualization as lights and meshes are moved around the scene.
• Advanced mesh-instancing capability to cut down on scene memory and rendering overhead
source:
http://www.devmaster.net/engines/engine_details.php?id=26[/img]