7d4d9dfa6b
* start ik experiment #93 * inverse kinematics fixes, test #93 * bump version * ik + animation fix
86 lines
2.2 KiB
Plaintext
86 lines
2.2 KiB
Plaintext
Feature list
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DirectX 11 renderer
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DirectX 12 renderer
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Vulkan renderer
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Image rendering,animation : 2D,3D space
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Font rendering (True Type)
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Networking (UDP)
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[removed since 0.21] Blender-exporter: 3D meshes,objects,armatures,animation,materials,lights,hitspheres,wind,world info,dynamic cameras,ribbon trails,particle systems
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3D mesh rendering
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Skeletal animation
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Physically based materials
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Animated texturing
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Normal mapping
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Displacement mapping
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Parallax occlusion mapping
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Real time planar reflections
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Cube map reflections (static and real time)
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Refractions (screen space, blurred)
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Interactive Water
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Gaussian Blur
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Bloom
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Edge outline
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Motion Blur
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Lens Flare
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Light shafts
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Bokeh Depth of Field
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Chromatic aberration
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Multithreaded rendering
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Tessellation (silhouette smoothing, displacement mapping)
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GPU-based particles (emit from point, mesh, animated mesh)
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Soft particles
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Hair particle systems (grass/vegetation)
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Instanced rendering
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MSAA (Forward rendering only)
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FXAA
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TAA (Temporal Antialiasing)
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Supersampling
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Deferred shading
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Directional lights + cascaded shadow maps
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Spotlights + shadow maps
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Point lights + shadow cubemaps
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Soft shadows (PCF)
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BULLET Physics: rigid body, soft body
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3D Audio (Xaudio2)
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Input: keyboard, mouse, controller (rawinput, xinput), touch
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Controller feedback (vibration, LED)
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Backlog: log,input,scripting
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Gamma correct, HDR rendering
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Resource Manager
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Screen Space Ambient Occlusion
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Screen Space Reflections
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Skin shader (Subsurface scattering)
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Stencil layering
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Deferred decals
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Forward decals
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Color Grading
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Sharpen filter
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Eye adaption
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Lua Scripting
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Dynamic environment mapping
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Impostor system
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Tiled forward (Forward+) rendering (+2.5D culling)
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Tiled deferred rendering
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Occlusion culling with gpu queries
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Texture atlas packing
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Tiled decals
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Area lights: Sphere, Disc, Rectangle, Tube
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Frame Profiler
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Voxel Global Illumination
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Huge draw distance support with reversed Z-buffer
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Force Fields GPU simulation
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Particle - Depth Buffer collisions
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Ocean simulation (FFT)
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Translucent shadows
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Refraction caustics
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Local parallax-corrected environment maps
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Volumetric light scattering
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Smooth Particle Hydrodynamics (SPH) Fluid Simulation
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Ray tracing, path tracing (on GPU)
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Entity-Component System (Data oriented design)
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Lightmap baking (with GPU path tracing)
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Job system
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Inverse Kinematics
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