S.T.A.L.K.E.R. Shadow of Chernobyl
  • MuERTe
    #89
    X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires any DirectX® 8 or higher compatible accelerator.

    Common:
    Levels combining closed spaces as well as enormous open areas
    One demand loading makes possible tcreate 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 payload
    Render:
    Support for all D3D compatible accelerators, starting from 2nd generation (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 up tinfinity number of bone interpolation & modulation
    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 in the way of grouping primitives tlarge-size batches
    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 sources selection, clipping, merging
    Detail mapping
    Water, flares, coronas, etc.
    Particle system with real physics
    Screen post-processing
    Shading
    Shader library is central tevery part of your 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 automatically used on shading capable hardware
    Detail objects:
    Grass, small stones, etc.
    Traces, Wind, Reaction tpressing, Turbulent flows
    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 large number of queries in highly polygonal environment
    ballistic, motions, fluid engine, snow, rain, explosions, etc.
    Sound:
    High quality HRTF 3D-sound with clipping and partial wave tracing
    Occlusion, obstruction, different environments (WIP)
    "Low-penalty" & "low-delay" reaction technology (less then 1ms tstart HRTF 3D Sound Source tplay)
    Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
    Network:
    Distributed computing
    Client-Server based system
    Tools
    In-house made tools (Level, Shader, Particle, 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 tbuilt scalable AI without any slowdown
    Virtual sight, hearing and feeling
    Terrain reasoning with tactical assessment
    FSM with random factor
    Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)