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** Rendering loops for custom rendering of objects. | ** Rendering loops for custom rendering of objects. | ||
** Static, pseudo-dynamic and dynamic lights. Statically and dynamically lit objects can be combined. | ** Static, pseudo-dynamic and dynamic lights. Statically and dynamically lit objects can be combined. | ||
| + | ** Lightmap and per-vertex lighting. | ||
** Stencil shadows and shadow map shadows. | ** Stencil shadows and shadow map shadows. | ||
** Rendering to textures. | ** Rendering to textures. | ||
Revision as of 13:00, 15 April 2010
CS
- Portability
- Highly platform independent with good platform abstraction. Supports GNU/Linux, OSX and Windows.
- Support of a wide range of compilers and IDE, including gcc, MinGW/MSYS, Cygwin, Visual C++ 8 & 9.
- Written in standard C++ using very few non-standard extensions.
- Self contained so that many modules requires no or few external dependencies.
- File system abstraction layer, VFS, that handles both physical files on disk and files within ZIP files, giving virtual layout independent from platform and physical layout.
- Abstracted configuration layer with support for settings in configuration file, system dependent storage such as the registry and command line.
- Modularity
- Modularized using a lightweight component framework, SCF, based upon the COM model. Components can be easily loaded or switched.
- Bindings for other programming languages through SWIG: Java, Python, Perl.
- All subsystems easily extendable for new file formats.
- Rendering & Lighting
- OpenGL-based engine, supports hardware accelerated rendering on all supported platforms and cards from all well known vendors.
- Rendering loops for custom rendering of objects.
- Static, pseudo-dynamic and dynamic lights. Statically and dynamically lit objects can be combined.
- Lightmap and per-vertex lighting.
- Stencil shadows and shadow map shadows.
- Rendering to textures.
- Shaders
- Can be written in Cg, ARB, and GLSL. Shader description and mappings are defined in a XML compliant language.
- Support for multiple passes, vertex and fragment programs. Light selection and multiple lights in one pass possible.
- Node-based system for combination of shaders and post-processing effects.
- HDR rendering, tone mapping and eye adaptation.
- Fallback system of shader techniques for hardware compatibility.
- Cache storage of compiled shaders for faster loading.
- Library of available shaders and post-processing effects: diffuse, specular, bump map, glow, parallax, fur, bloom, blur, water, glass, and many others.
- Automatic environment mapping.
- Scene & Level Of Detail Management
- Decomposition of a world in sectors with portals connecting them. Portals can be used for effects such as LOD management, streamed loading, mirrors or space warping.
- Two different cullers: frustum culling (Frustvis), and dPVS (Dynavis), which also does software occlusion culling.
- General system for static LOD on all types of meshes.
- Impostors for replacement of far meshes with a 2D object.
- Threaded loader for streamed loading of levels and objects.
- Instanciation of meshes and objects.
- Meshes
- Many different type of meshes: general triangle mesh with skeletal animation, morphing and sockets, cal3d, sprite 2D, sprite 3D, ocean,...
- Terrain mesh with paging and splatting.
- Foliage system to dress up a scene with objects such as flora and rocks,...
- Decals to be added on top of other meshes.
- Configurable and extensible particle system mesh with billboards, emitters, physical effectors,...
- Halos and lens flares.
- Automatic triangulation of shapes.
- Animation
- Specialized mesh for advanced skeletal animation with animation blending tree, weight skinning, morphing, and sockets.
- Many types of animation nodes can be combined to generate dynamically complex animations: multi-blending, Finite State Machine, random, priority, LookAt, speed (time warping).
- Ragdoll animation and animation of hairs & equipment.
- Skeletal animation and morphing for the general triangle mesh.
- Generic animation system for triggering of time events, moving of objects, fade in/out.
- Audio
- 2D and 3D sounds with OpenAL.
- Audio codecs: speex, ogg, wav (8- and 16-bit PCM).
- Provides both one-time playing of effects and streaming playing in the background for music.
- Physics & Collisions
- Physics of rigid bodies and joints, made through a wrapper for two physics libraries: Bullet and ODE.
- Support of kinematic bodies for interaction between classical animation and the physical simulation.
- Debug plugin to visualize the physical simulation.
- Simplified collision detection when you don't need the full dynamics simulation.
- Data Representation
- XML language for the description of each object and plugin of the whole CS. XML files can be set binary for faster loading.
- Procedural, dynamic and animated textures.
- Support for many image formats: png, jpg, dds, bmp, gif, tga, mng, jng, (binary) alpha, transparency, non 2n sized images,...
- Importers for many 3D file format: Blender through blender2crystal, 3D Studio Max, Maya, COLLADA, and model importers for common file formats such as 3ds, cal3d and md2.
- User Interface
- Event system & peripherals: mouse, joystick, keyboard.
- Graphical user interface system through CEGUI.
- User interface widgets for wxWidgets.
- Text localization.
- Plugin fo easy video recording and screenshots.
- Font servers, FreeType2 and glyphs fonts.
- Project Management
- Debugging tools: generic plugin for visual debugging of scenes, support for Valgrind.
- Scripts for generation of new projects.
- Easy compilation and customization of the whole project thanks to Jam.
CEL
- Entity System
- Each object in CEL is an entity. Entities are defined by adding them a list of property classes that defines their attributes and their behavior.
- Generic event system for communication between property classes.
- Persistence layer for saving and loading world states.
- Runtime Package Environment
- CELStart: generic executable for all CELStart applications, only data files have to be installed.
- The whole logic may be written with bindings for Python, or in a XML scripting language.
- World Management
- Avatar and Non Player Character management: synchronization of the user actions with the mesh, its position, its orientation and its collisions.
- Camera management with many different modes: first person, third person, tracking, isometric, horizontal.
- Region management: decomposition of a complete world in regions, with zoning between regions.
- Advanced management of portals, e.g. for closing portals that are occluded.
- Spawning of entities.
- Triggering of proximity events.
- Inventory & Interaction
- Key and peripherals events bindings.
- Billboards and tooltips.
- Inventory system.
- Selecting and grabbing objects.
- Advanced Physics
- Projectiles and damages to entities.
- Collision management with the ground.
- Advanced physical effects: fluids, thrusters, steering, explosions, attractors and repulsors.
- Vehicles and their physics: bikes, cars, tanks, hovercrafts, or any wheeled vehicle.
- Mesh deformation, e.g. for destroying gradually an object.
- Artificial Intelligence
- Finite state machine for the management of the evolution of the environment.
- Behavior trees to build complex artificial behaviors.
- Path finding and steering behaviors.
- Neural networks and genetic algorithms.
