Update: Since theres been no updates on the site concerning the engine im guessing its either dead or vaporware..
Website:
www.bf2engine.comFeatures:
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System:
Scripting LUA language (will be changed to Angel script)
Built-in Editors • Built on top of BF!2Engine
• Editor is only a GUI layer for engine
• Truly WYSIWYG system
• Plug in-based architecture
• Editing based on DCSG operations and polygonal meshes imported from external tools (3D Max, Light Wave or even TGA files as height maps)
• All geometry operations managed by BF!2Engine
• Game data contents stored in packages
• Built in light's profiling system: SV coverage visualization, Lights fill-rate coverage visualization, BF!2Studio assistance for fast detection of potentially dangerous places, Intuitive detection of burden lights, Statistics
• Powerful and easy to extend properties system
• Built in script editor: Syntax coloring, Full integration with properties system - fast and not difficult scripting
• Visibility manager
• Additional tools (BF!2Studio plug-ins):
• Backup repository system
• GUI DRT Editor
• Particles object editor
• Fonts generator
• Normal maps generator
• Textures importer for fast texture packages creation
• Textures renderer (Normal maps from hi-polygonal geometry renderer, Height maps (offset bump mapping) from hi-polygonal geometry renderer, Diffuse maps from hi-polygonal geometry renderer)
• Studio environment serialization: Serialization per level, Restored when level is loaded
• Improved GUI layer
• Advanced, visual materials editor (alpha state)
Physics Collision Detection, Rigid Body, Vehicle Physics: • NovodeX engine support
• Integration with HSR systems - physics optimization
• Rag-doll system
Lighting Per-pixel, Volumetric, Gloss maps, Anisotropic, BRDF: • Dynamic per pixel lighting
• Point lights, projected lights, attenuation zones etc.
• Quality controlled by level designer - performance optimization
• Models system is fully integrated with lighting system
• High speed built in Light Programmable Units (LPU) system
• Several types of HDR lighting modes
• GLOW system
• HAZE system
Shadows Shadow Mapping, Shadow Volume: • Stenciled shadows
• Soft shadow maps
• Precomputed shadow masks
• SHPRT processor (experimental - alpha state)
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric, Projected, Procedural:
Shaders Vertex, Pixel, High Level: • Pixel shaders from version 1.1 to 2.0 (with support for 3.0)
• Vertex shaders from version 1.1 to 2.0 (with support for 3.0)
• Visual material system based on SM2.0 shader model. (Auto-generated shaders)
Scene Management Portals, Octrees, Occlusion Culling, LOD:
Animation Keyframe Animation, Skeletal Animation, Animation Blending:
Meshes Mesh Loading, Skinning:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather, Mirror:
Terrain Rendering, Splatting:
Networking System Client-Server:
Sound & Video 2D Sound, 3D Sound, Streaming Sound: • Vorbis codec support
• Dynamic music behavior
• EAX 2.0 support
• 3D sound based on OpenAL
Artificial Intelligence Pathfinding:
Rendering Fixed-function, Deferred Shading, Render-to-Texture, Fonts, GUI: