84 lines
2.4 KiB
Plaintext
84 lines
2.4 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
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TCP Networking
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Blender-exporter: 3D meshes,objects,armatures,animation,materials,lights,hitspheres,wind,world info,dynamic cameras,ribbon trails,particle systems
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3D vertex mesh rendering
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Keyframe-based skeletal animation for 3D meshes (skinning on CPU or GPU), objects and lights
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Skeletal animation blending (transition blending, additive blending)
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Multiple material support
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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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Static reflections (cube-mapping)
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Refractions
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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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God rays
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Depth of field
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Wind effect
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Multithreaded rendering on DX11-level hardware (Deferred device contexts)
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Tessellation: silhouette smoothing + displacement mapping
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Fully GPU-based particle emitters
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Soft offscreen particles
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Hair particle systems (grass)
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Hardware geometry instancing
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MSAA (Forward rendering only), FXAA, 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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Diffuse, specular lighting for all lights
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Soft shadows
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Rigid body physics simulation (HAVOK) [PRIVATE]
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Rigid body physics simulation (BULLET)
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Soft body physics simulation (BULLET)
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Sound (Xaudio2)
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Frustum culling
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QuadTree culling
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Octree culling
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Input: Windows Keyboard,Windows Mouse,DirectInput(Joypad,Keyboard,Mouse),XINPUT(Joypad)
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Backlog: log,input,scripting
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Gamma correction
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Resource Manager
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Screen Space Ambient Occlusion
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Skin shader (Subsurface scattering approximation)
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Stencil layering
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Deferred decals
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Color Grading
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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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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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Real time Voxelization on the GPU
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Real time Voxel Global Illumination (two light bounces)
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Real time Voxel Cone traced reflections
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Temporal Antialiasing
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Tiled deferred rendering
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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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GPU Path Tracing
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