>
X-Ray

X-Ray
X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires a DirectX 8 or higher compatible accelerator. General: Levels combining closed spaces as well as enormous open areas On demand loading makes it possible to create a single huge level Game time flow, change of time of the day Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters VR-Simulation engine optimized for massive load Graphics: Support for all second generation D3D compatible accelerators (TNT/Voodo2/etc), optimized for Geforce2 and up Visualization optimized for hardware TnL (both FF and shading capable parts) Continuous level of detail technology for all the geometry ~300 000 polygons per frame at 60 fps on average hardware Detailed character models (500-10 000 polys) High-speed blended animation system capable of an infinite number of bone interpolation & modulation operations SSE/3Dnow! Technologies used for skinning and forward kinematics Visibility determination Portal-style, non-linear subdivision based visibility detection system Optimized for T&L hardware by batching primitives in optimally sized groups Dynamic occlusion culling, contribution culling Adaptive hardware state caching technology Lighting Colored dynamic lights and dynamic "soft" shadows Breakable light sources Animated lights Character shadowing Intelligent light source selection, clipping, and merging Detail mapping Water, flares, coronas, etc. Particle system with real physics Screen post-processing Shading The Shader library is central to every part of the rendering pipeline Completely abstracts the graphics API. Multi-pass Rendering Fallback Shaders Facilitates cross-platform development Separates shader writing from engine development Pixel and Vertex shaders are automatically used (on shader capable hardware.) Detail objects: Grass, small stones, etc. Enviromental effects, such as wind, turbulence, and tracks Physics: Based on ODE engine Simulation speed outperforms commercial engines such as MathEngine, Havok, etc. Real-time IK, vehicle physics, etc. Collision database with low memory usage Collision detection optimized for a large number of queries in a high concentration polygonal environment Realistic simulation of ballistics, movement, and fluids Audio: High quality HRTF 3D-sound with clipping and partial wave tracing Location-based environmental audio affected by surrounding obstructions Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats Network: Distributed computing Client-Server based system Tools In-house tools ( Level, Shader, Particle, and Actor Editors ) Plug-ins for popular modeling packages AI: Simulation Level-Of-Detail and Culling (2 AI models - high and low detail) Fiber based time distribution allows scalable AI without any slowdown Virtual senses; sight, hearing and touch Terrain-aware tactical assessment system FSM with random factor Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)
News
X-Ray
gameplay
history
screenshots
wallpapers
.txt
Rambler's Top100
Хостинг от uCoz