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Terrain with Foliage
Skeletal Animation and Dynamic Shadowscal3d library but we also support our own skeletal animation system. Including support for 3D hardware based animation.
Upcoming Version 1.2
This is a preliminary list and subject to change.
For the upcoming 1.2 release we are working on an imposter system. Basically this means that objects that are far away will be replaced automatically with a single procedural texture. This will help gain speed in wide open areas (like landscape or space based games) with very little effort for the game developer or artist.
Most 3D worlds typically contain a lot of static geometry (i.e. houses and hills that don't move). In such situations the PVS visibility culler will help by precomputing visibility in a separate tool. At runtime it will then become very easy to calculate which objects are visible from a given camera position.
We are also working on a new improved terrain engine. One of the most important improvements of this new terrain engine is better paging support.
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