Horney_One_kenoby
Level 25 paladin
 Din: Arad
Inregistrat: acum 20 ani
Postari: 377
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CryEngineâ„¢
Real-time editing, bump mapping, static lights, network system, integrated physics system, shaders, shadows, and a dynamic music system are just some of the state of-the-art features that the CryENGINE offers.
The CryENGINE comes complete with a bevy of internal tools and also includes the CryEDIT world-editing system. Licensees receive full source code and documentation for the engine and tools. Support is provided directly from the R & D Team, and teaching workshops can be arranged for your team to increase the learning process as ongoing improvements to the engine are made.
The engine supports all video and hardware currently on the market, and new hardware support will be constantly added as it becomes available.
CryEDIT: A real-time game editor offering instantaneous "What you see is what you PLAY" feedback.
Renderer: Integrates indoor and outdoor technology seamlessly while offering rendering support for OpenGL & DirectX® 8/9, using latest HW features, Physics System: Supports character inverse kinematics, vehicles, rigid bodies, liquid, rag doll, cloth, and soft-body effects. This system is directly integrated with the game and tools.
Character Inverse Kinematics & Animation Blending: Allows a character model to have multiple animations that blend in believable ways.
AI System: Enables team-based AI as well as AI behaviors defined by scripts. This feature affords you the ability to create custom enemies and behaviors without even touching the C++ code.
Interactive Dynamic Music System: This system dynamically tracks and responds to the player's actions and current situation while offering CD-quality playback in full 5.1 surround sound.
Environmental Audio & SFS Engine: Accurately reproduces sounds from nature with seamless blending between environments and interior/exterior locations in 5.1 audio. Includes EAXâ„¢ 2.0 audio support.
Network Client and Server System: Manages all network connections for the multiplayer mode. It is a low-latency network system based on client/server architecture.
Shaders: A script system used to combine textures and produce visual effects in different ways. Supports real-time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shiny surfaces.
Terrain: Uses an advanced height-map system and polygon reduction to create massive, realistic environments. The view distance can be maximized to an unprecedented 2 km when converted from game units.
Lighting and Shadows: Combines pre-calculated, real-time shadows, stencil-shadows, and lightmaps to produce a dynamic environment. Includes high-resolution, correct-perspective, and volumetric smooth-shadow implementations for dramatic and realistic indoor shadowing. Also supports advanced particle technology and all kinds of volumetric lighting effects on particles.
Fog: Includes volumetric, layer, and view-distance fogging to enhance atmosphere and tension.
Tools Integration: Objects and buildings created using 3ds max™ or Maya® are easily integrated within the game and editor.
Polybumpâ„¢: Standalone or fully integrated with other tools including 3ds max.
Scripting System: Based on the popular LUA language. This easy-to-use system allows the setup and tweaking of weapon/game parameters, playing of sounds, and loading of graphics without touching the C++ code.
Modularity: Entirely written in modular C++, with comments, documentation, and subdivisions into multiple DLLs.
Polybumpâ„¢
Polybump is a new technology developed by Crytek to enhance 3D-rendering quality without increasing the overhead in real-time rendering. Polybump offers huge benefits for real-time 3D games for the PC, Xbox, and Ninteod GameCube systems. It allows users to create and render an extremely low-poly model using an ultra high-poly model while displaying virtually no visible difference between the two. Rendering time is greatly decreased. Polybump is the first commercial package, that allows users to do all this with just a few clicks.
Reduces polygon numbers in real-time 3D graphics.
Increases image quality by combining Polybump and self-shadowing technology.
Ability to add more characters on the screen.
Decreases memory usage.
Increases rendering speed by applying the calculation for skinning to less bones/vertices and for stencil shadow volume to fewer polygons.
Quickly embed Polybump technology in your real-time 3D engine with 'Copy & Paste' from our easy-to-use source code.
Increases your image quality with rendered high-quality 3D graphics.
Uses an industrial-strength algorithm, which accepts input of two models - a low- and high-poly model. It then generates a normal map, and then maps the high poly model onto the low poly model.
Works as a separate process so users can continue to use 3ds max or Maya® while Polybump is working in the background. It saves Polybump normal maps in any format supported by 3ds max or Maya.
Includes additional features such as support for merging an additional bump map onto a normal map and creating accessibility maps to improve the visual quality of a model.
The algorithm does not recognize if objects are not self-contained (as required by existing papers on the subject).
8.3KB
_______________________________________ Do you know the true meaning of F.E.A.R. ? ------------------------"Wild is my style, let's kick it !" - Bravo 3 from P.A.N.I.C.S.
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