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| Engine |
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| Written by Duallity |
| Wednesday, 07 October 2009 10:09 |
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Current version: 1.4
Features:
GameScreen and Component based: Every object is a Component which is part of a GameScreen.
2D Interface: The Engine provides a customizeable 2D Interface including Labels, Textfields, Dropdowns, Lists, Checkboxes, NumericUpDowns and Buttons.
Skinned Animation: The Engine uses the XNAnimation Library. Take a look at http://xnanimation.codeplex.com/ for detailed information.
Terrain: The Engine uses a Quadterrain with dynamic LOD.
Shadows: The Deferred Shadows Technique by Riemer Grootjans (http://www.riemers.net/) is used to create shadows.
Particle System: The Particle System found at the Creators Club is currently used. After some tests the Mercury Particle System might be included.
Physics: The Engine uses the JigLibX Physics Engine. Take a look at http://www.codeplex.com/JigLibX for detailed information.
Terrain Editor: Allows you to change the shape and the textures of the terrain during runtime
Hardware-Instancing: The Engine support Hardware-Instancing for models that are drawn very often.
(De)Serialization: The data of each object can be serialized to a textfile using XML. This means a whole scene can be saved and loaded with just one click.
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| Last Updated on Tuesday, 09 February 2010 12:16 |


