Links

Sponsored Links

Engine PDF Print E-mail
Written by Duallity   
Wednesday, 07 October 2009 10:09

Current version: 1.4
Lines of Code: 13300 (excluding comments)

 

Features:

 

GameScreen and Component based:

Every object is a Component which is part of a GameScreen.
This means each object allready has essential attributes and methods. The GameScreens allow you to group your Components, so you can easyly change the draw order or make changes affecting all objects in a GameScreen.

 

2D Interface:

The Engine provides a customizeable 2D Interface including Labels, Textfields, Dropdowns, Lists, Checkboxes, NumericUpDowns and Buttons.
Textures, Fonts, Colors and size are 100% customizeable.

 

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.

 

Last Updated on Tuesday, 09 February 2010 12:16
 

Polls

Login Form



Who's Online

We have 3 guests online

Sponsored Links