DDDengine features

Capabilities

 

Texture/Material features:

§         4096x4096 maximum size.

§         TGA,JPG,BMP formats.

§         Automatically MIPMAP.

§         All kinds of blend states.

§         Color key with alpha channel reference.

§         Mirror, and render to textures

§         Specular, glossiness, and level support

§         Multitexture modes with special effects:

§         Two texture/face

§         Environment map (chrome effect, and reflective surfaces)

§         Bump map

§         Water effects on surfaces

§         Special pexel shaders


 


§         Vertex color.

§         Full texture management. (Memory management for video, and texture cache, optimized for DirectX, and PSP)

Objects:

§         Sprites.

§         Automatically bounding boxes.

§         Backface culling.

§         Alpha objects.

§         Object save, and load.

§         Automatically alpha order

Objects hierarchies, and special object structures:

§         An object can be built form several other object. This building process is also optimized.

§         Scene objects

§         Particles

§         Sprites

Physics:

§         Moveing

§         Collosions

§         Bone physics

Lighting:

§         Several hundred light sources are support. These may be of several types.

§         Point light:  Spherical lighting is distance dependent.

§         Diffuse light: This is a directional light to simulate the sun

§         Specular light: This is directional lighting, to calculate light reflection. It is accurate to a single pixel.

§         Dynamic light map

§          Projected light model. Light appears as a geometrical shape, and it is transposed on the object pixel by pixel. Example.: A beam of light in a dark room. The beam itself is visible only on the reflected objects, Naturally, the light beam can be made visible as well

§         Ambient light.

§         Vertex color that can be toggled.

Windows:

§         The engine can handle a multitude of windows. This includes rendering in several windows simultaneously.

§         Handling different viewpoints

§         Fullscreen mode support.

Shadows:

§         Software shadows that include the alpha channel are possible. As a result the transparent or the semi-transparent colors are life-like as well.

§         Hardware shadows are fully supported hence these can be generated quickly and realistically. The shadows are projected simultaneously on all of the objects.

Titling:

§         2D, and 3D fonts and text can be displayed in 2 or 3 dimensions.

Special effects:

§         Examining 3D points in the rendered scene (example.: does the filament of a light bulb show or not. This is required the correctly calculate the glow effect).

§         Calculating the intersections of points

§         Weather

Voxel based displacement map:

§         Landscape with displacement mapping on voxel base.

§         Real time stage recalculation

§         Interactive stage

§         Optimized for software vertex calculation by avoid the uncached vertexes on PSP, and the cache hits in DirectX buffers

Map components:

 

Nurb, and bezier patch support:

Lines:

§         Buffered, where emphasis is placed on speed.

§         Pencil can be picked up or put down

§         Infinite buffer

§         Textured lines

§         Wide lines (vertex shader recalculated)

Dynamic buffers:

§         2D screen layers can be created dynamically, changeable 3D objects or polygons .

Captures/Video:

§         Video with sound can be saved in any format that is supported by the user’s installed codec.

§         Images are JPG, TGA, or BMP.

§         WEBcamera, and capture devices support.

Special render modes:

§         Wireframe mode.

§         Flat mode

§         Negative light.

§         Fog.

Editoring features:

·        multi-windowed support

·        special line supports

Antialias:

·        Hardware FSAA (PC only)

·        Software FSAA PC

Animations:

·        Keyframes

·        Keymatrixes

·        Morph

·        Bones