| Features |
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General Features |
Object-Oriented Design, Save/Load System: |
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Scripting |
| • |
The Command Editor is a powerful
management tool that lets developers efficiently create spectacular
cinematic effects and events with DEdit. By using commands, level
designers can set key frames, start specific cinematic events, and
more accurately place and time events within the context of the
game. In addition, this tool allows the designer to control camera
locations, script character movements, and trigger a variety of
visual effects as the player’s character interacts with the game’s
environment. |
| • |
Includes a convenient in-game
debugging tool that delivers immediate access to data for AI paths,
nodes, attributes and game states, which empowers levels designers
to independently debug a variety of game systems. |
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Built-in Editors |
| • |
DEdit allows level designers to
create dynamic 3D environments, worlds, and levels through one
easy-to-use tool, including all structures, lighting, and textures.
The level designer uses DEdit to populate the world with objects
and interactive items. DEdit also includes a convenient real-time
lighting preview feature. |
| • |
RenderStyles are custom pixel
and vertex shaders that are developed within game code and leverage
specific platform capabilities. These effects range from cartoon
shaders to bump mapping. The RenderStyles editor features a GUI
that is used to design and view custom effects in real time. |
| • |
ModelEdit ensures models will be
optimized to interact correctly with environments and other
objects. Artists can also use ModelEdit to define specific
properties, assign texture IDs, attach objects to models and
manipulate animation data. |
| • |
FxEd is used to create and
modify visual effects. The tool enables the creation of in-game
visual effects without requiring a recompile, thereby increasing
the efficiency of the design and implementation of special
effects. |
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Physics |
Basic Physics, Collision Detection, Rigid Body: |
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Lighting |
Per-vertex, Per-pixel, Lightmapping, Gloss maps,
Anisotropic: |
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Shadows |
Shadow Mapping, Projected planar: |
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Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping,
Projected: |
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Shaders |
Vertex, Pixel: |
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Scene Management |
General, Portals, Occlusion Culling, LOD: |
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Animation |
Keyframe Animation, Skeletal Animation, Facial Animation,
Animation Blending: |
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Meshes |
Mesh Loading, Skinning, Progressive: |
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Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle
System, Sky, Water, Fire, Explosion, Decals, Fog, Weather: |
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Terrain |
Rendering: |
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Networking System |
Client-Server, Peer-to-Peer, Master Server: |
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Sound & Video |
2D Sound, 3D Sound: |
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Artificial Intelligence |
Pathfinding, Decision Making, Finite State Machines,
Scripted: |
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Rendering |
Fixed-function, Render-to-Texture: |
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