* Uses OpenGL * Supports the full OpenGL 2.1 specifications * GLSL shader support * Antialiasing (up to 8x) * Bilinear and trilinear filtration * Anisotropic filtration (up to 16x) * Widescreen support * Arbitrary resolution support * Vertical Sync control * Auto detection of video card capabilities * Gamma control * Supported video cards: o NVIDIA GeForce FX 5600 - 5900 (NV3x) o NVIDIA GeForce 6600 - 6800 (NV4x) o NVIDIA GeForce 7600 - 7950 (G7x) o NVIDIA GeForce 8600 - 8800 (G8x) o ATI Radeon 9600 - 9800 (R3xx) o ATI Radeon X300 - X850 (R3xx - R4xx) o ATI Radeon X1300 - X1950 (R5xx) o ATI Radeon X2900 (R6xx)
Lighting & Shadows
* Per-pixel lighting * Pre-generated shadow maps for terrain * Hardware parallel split shadow maps for meshes and physics objects (In progress)
Terrain
* Heightmap based terrain rendering with heightmap sizes up to 1k x 1k * Up to 4 sq km of terrain * Supports mosaic based color textures * Supports up to 3 detail layers * Supports 1 micro detail layer * Triangle strip based rendering to maximize geometry throughput
Water
* Grid based * Generates the grid only where it`s above the terrain * Reflection of the terrain and meshes on it * Refraction of the reflection * Waves * Triangle strip based rendering to maximize geometry throughput
Sky
* Dome based * Uses noise texture to generate custom cloud patterns in real time * Animated clouds * Triangle strip based rendering to maximize geometry throughput
Foliage
* A terrain can have an unlimited amount of foliage types * Uses a lookup map to randomly distribute the foliage on the terrain on load time * Foliage is renderer using textures with alpha maps and supports super sampling antialiasing * Variable render distance * Variable foliage density * Triangle strip based rendering to maximize geometry throughput
Meshes
* For rendering structures on the terrain * Can range anywhere from 250 to 10000 triangles * Triangles are sorted on material to reduce state changes * Triangle strip based rendering to maximize geometry throughput (In progress) * Special material system
Mesh materials
* Texture mapping * Normal mapping * Parallax mapping
Post-processing
* 64 bit post-process rendering pipline * Bloom * System for custom post-process effects using GLSL shaders * Custom gray scale filter
Customisation
* Programmer can easily add new render feature using callbacks or adding them directly into the engine scene graph using the base object classes
* Uses Direct Input * Gives programmer full control using callbacks
Physics
* Uses Newton Physics Engine * FPS Character controller * Rigid body physics * Comprehensive set of geometric primitives: o Convex hulls for non static meshes o Box o Sphere o Cone o Capsule o Cylinder * Fluid buoyancy * Object picking * Raytracing to physics objects * Programmer can easily add new physics effect using Newton and the engines callback system