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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
  • 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 Archimedes®

    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