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Features.txt
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Features.txt
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- Asset Manager
- Asset Types
- Models via Assimp.NET
- Textures via System.Drawing (support for many files, but no TGA) or DDS
- Support for sRGB loading to get linear textures
- ObjectShaders via XML
- Localized dictionaries via XML
- AudioBuffers (Sounds), only PCM WAV
- BLOBs (custom binary storage) via .dat
- Supports different asset sources
- File system
- Zip file
- Web (load assets directly from your server)
- Deferred asset loading
- Assets get loaded in another thread so the game is not blocking
- Flexible log system
- Can write to custom streams or just the console
- Wrapping of OpenGL objects
- FrameBuffer
- Buffer
- Textures
- VertexArray
- Shaders
- Object Shaders (with world matrices)
- Post Processing Shaders (fixed VertexShader, custom FragmentShader)
- Automatic shader uniforms via Properties + Attributes
- One file for all shader programs
- Share uniforms without redeclaration
- Better overview
- Multithreaded architecture
- Co-Routines
- Deferred asset loading
- Physics updating while rendering
- Input Manager
- Keyboard
- Mouse
- Joysticks
- Node-based scene management
- Rendering
- Simple (plain texture, no shading)
- Deferred (Rendering with support for lots of lights)
- Point Lights
- Normal Mapping
- Sky System
- Single colored sky
- Cameras
- Scene, Camera and Renderer are separated so they can be combined in various ways
- Component-based scene nodes
- Renderer (Draws a model)
- RigidBody (Bullet physics rigid body)
- CharacterController (Bullet physics character controller)
- BoxShape (Physics collider)
- SphereShape (Physics collider)
- PolygonShape (Physics collider)
- PointLight (Represents a point light)
- Scriptable (Lua scripting for nodes)
- Sound3D (sound in scene)
- Simple Materials
- Physical properties
- Kinetic friction
- Static friction
- Restitution
- Visual properties
- Shaders
- Transparency
- Post Processing Pipeline
- Flexible and dynamic stages
- Stages can be turned on or off or added/removed in realtime without any efforts
- Post Processing Shaders
- Dithering
Allows to create a low noise function on your screen that will hide some artifacts
- Gamma Correction
Allows custom gamma correction
- Light Scattering
Godray effect
- Tonemapping
Simple tonemapping to adjust HDR rendering
- Extended Library
- Floating Point Colors with predefined named colors (X11-WebColors)
- GameMath with methods that use floats and degrees instead of double and radian
- Resource for loading embedded resources easier
- Singleton for creating singleton classes
- Sound
- Audio Source
- Audio Listener
- WAVE PCM Loading