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Feature Spotlight

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Version 1.1

Decals

Decals
Decals
In the development version of Crystal Space (1.1) we recently added support for decals. In this screenshot you can see how decals will be used in future versions of PlaneShift for doing shadows under characters and for a targetting effect. Of course you can use decals for many other things (footsteps, bullet holes, ...).


Version 1.0

Terrain with Foliage

Trees on a hill
Trees on a hill
Crystal Space includes a foliage generator. This generator can randomly (based on user supplied input like density map and material based densities) place objects like stones, trees, grass, and so on. Especially in combination with our outside terrain engine this will make your worlds feel a lot less empty.


Funny Shaders

Wolf with fur shader
Wolf with fur shader
Our support for vertex and fragment shaders will give you great possiblities of enhancing your art with the nicest, up-to-date effects. Several shaders are included standard with Crystal Space but you are free to make your own.


Skeletal Animation and Dynamic Shadows

Evil character
Evil character
Skeletal animation and dynamic shadows let you create characters that look and feel more lifelike. We support skeletal animation through the cal3d library but we also support our own skeletal animation system. Including support for 3D hardware based animation.


Haze

Haze effect
Haze effect
Haze is a moody visual effect showing light cones or boxes with standard, animated or procedural texture.


Upcoming Version 1.2

This is a preliminary list and subject to change.

Imposters

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.

PVS

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.

New Terrain

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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