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WickedEngine/features.txt
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2018-06-22 17:42:36 +01:00

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Feature list
------------
DirectX 11 renderer
DirectX 12 renderer
Vulkan renderer
Image rendering,animation : 2D,3D space
Font rendering
TCP Networking
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)
Multiple material support
Animated texturing
Normal mapping
Displacement mapping
Parallax occlusion mapping
Real time planar reflections
Static reflections (cube-mapping)
Refractions
Interactive Water
Gaussian Blur
Bloom
Edge outline
Motion Blur
Lens Flare
God rays
Depth of field
Wind effect
Multithreaded rendering on DX11-level hardware (Deferred device contexts)
Tessellation: silhouette smoothing + displacement mapping
Fully GPU-based particle emitters
Soft offscreen particles
Hair particle systems (grass)
Hardware geometry instancing
MSAA (Forward rendering only), FXAA, Supersampling
Deferred shading
Directional lights + cascaded shadow maps
Spotlights + shadow maps
Point lights + shadow cubemaps
Diffuse, specular lighting for all lights
Soft shadows
Rigid body physics simulation (HAVOK) [PRIVATE]
Rigid body physics simulation (BULLET)
Soft body physics simulation (BULLET)
Sound (Xaudio2)
Frustum culling
QuadTree culling
Octree culling
Input: Windows Keyboard,Windows Mouse,DirectInput(Joypad,Keyboard,Mouse),XINPUT(Joypad)
Backlog: log,input,scripting
Gamma correction
Resource Manager
Screen Space Ambient Occlusion
Skin shader (Subsurface scattering approximation)
Stencil layering
Deferred decals
Color Grading
Lua Scripting
Dynamic environment mapping
Impostor system
Tiled forward (Forward+) rendering (+2.5D culling)
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
Huge draw distance support with reversed Z-buffer
Force Fields GPU simulation
Particle - Depth Buffer collisions
Ocean simulation (FFT)
Translucent shadows
Refraction caustics
Local parallax-corrected environment maps
Volumetric light scattering
Smooth Particle Hydrodynamics (SPH) Fluid Simulation
GPU Path Tracing