updated features.txt

This commit is contained in:
Turanszki Janos
2019-12-06 21:04:08 +00:00
parent edb664d532
commit 51941389aa
+23 -23
View File
@@ -6,11 +6,10 @@ DirectX 12 renderer
Vulkan renderer
Image rendering,animation : 2D,3D space
Font rendering (True Type)
TCP Networking
Networking (UDP)
[removed since 0.21] Blender-exporter: 3D meshes,objects,armatures,animation,materials,lights,hitspheres,wind,world info,dynamic cameras,ribbon trails,particle systems
3D vertex mesh rendering
Keyframe-based skeletal animation for 3D meshes (skinning on CPU or GPU), objects and lights
Skeletal animation blending (transition blending, additive blending)
3D mesh rendering
Skeletal animation
Physically based materials
Animated texturing
Normal mapping
@@ -18,7 +17,7 @@ Displacement mapping
Parallax occlusion mapping
Real time planar reflections
Cube map reflections (static and real time)
Refractions (simple refractions, glossy refractions)
Refractions (screen space, blurred)
Interactive Water
Gaussian Blur
Bloom
@@ -27,47 +26,49 @@ Motion Blur
Lens Flare
Light shafts
Depth of field
Multithreaded rendering on DX11-level hardware (Deferred device contexts)
Chromatic aberration
Multithreaded rendering
Tessellation (silhouette smoothing, displacement mapping)
GPU-based particles (emit from point, mesh, animated mesh)
Soft particles
Hair particle systems (grass/vegetation)
Instanced rendering
MSAA (Forward rendering only), FXAA, Supersampling
MSAA (Forward rendering only)
FXAA
TAA (Temporal Antialiasing)
Supersampling
Deferred shading
Directional lights + cascaded shadow maps
Spotlights + shadow maps
Point lights + shadow cubemaps
Diffuse, specular lighting for all lights
Soft shadows
[removed] Rigid body physics simulation (HAVOK) [PRIVATE]
Rigid body physics simulation (BULLET)
Soft body physics simulation (BULLET)
Soft shadows (PCF)
BULLET Physics: rigid body, soft body
3D Audio (Xaudio2)
Input: Windows Keyboard,Windows Mouse,DirectInput(Joypad,Keyboard,Mouse),XINPUT(Joypad)
Input: keyboard, mouse, controller (rawinput, xinput), touch
Controller feedback (vibration, LED)
Backlog: log,input,scripting
Gamma correction
Gamma correct, HDR rendering
Resource Manager
Screen Space Ambient Occlusion
Screen Space Reflections
Skin shader (Subsurface scattering)
Stencil layering
Deferred decals
Forward decals
Color Grading
Sharpen filter
Eye adaption
Lua Scripting
Dynamic environment mapping
Impostor system
Tiled forward (Forward+) rendering (+2.5D culling)
Tiled deferred rendering
Occlusion culling with gpu queries
Texture atlas packing
Tiled decals
Area lights: Sphere, Disc, Rectangle, Tube
Frame Profiler
Real time Voxelization on the GPU
Real time Voxel Global Illumination (two light bounces)
Real time Voxel Cone traced reflections
Temporal Antialiasing
Tiled deferred rendering
Voxel Global Illumination
Huge draw distance support with reversed Z-buffer
Force Fields GPU simulation
Particle - Depth Buffer collisions
@@ -77,8 +78,7 @@ Refraction caustics
Local parallax-corrected environment maps
Volumetric light scattering
Smooth Particle Hydrodynamics (SPH) Fluid Simulation
GPU Path Tracing
Entity-Component System
Lightmaps
Lightmap baking with GPU Path Trace
Ray tracing, path tracing (on GPU)
Entity-Component System (Data oriented design)
Lightmap baking (with GPU path tracing)
Job system