DDDengine features
Capabilities
Texture/Material features:
- 4096x4096 maximum size.
- TGA,JPG,BMP formats.
- Automatically MIPMAP.
- All kinds of blend states.
- Color key with alpha channel reference.
- Mirror, and render to textures
- Specular, glossiness, and level support
- Multitexture modes with special effects:
- Two texture/face
- Environment map (chrome effect, and reflective surfaces)
- Bump map
- Water effects on surfaces
- Special pexel shaders
- Vertex color.
- Full texture management. (Memory management for video, and texture cache, optimized for DirectX, and PSP)
Objects:
- Sprites.
- Automatically bounding boxes.
- Backface culling.
- Alpha objects.
- Object save, and load.
- Automatically alpha order
Objects hierarchies, and special object structures:
- An object can be built form several other object. This building process is also optimized.
- Scene objects
- Particles
- Sprites
Physics:
- Moveing
- Collosions
- Bone physics
Lighting:
- Several hundred light sources are support. These may be of several types.
- Point light: Spherical lighting is distance dependent.
- Diffuse light: This is a directional light to simulate the sun
- Specular light: This is directional lighting, to calculate light reflection. It is accurate to a single pixel.
- Dynamic light map
- Projected light model. Light appears as a geometrical shape, and it is transposed on the object pixel by pixel. Example.: A beam of light in a dark room.
- The beam itself is visible only on the reflected objects, Naturally, the light beam can be made visible as well
- Ambient light.
- Vertex color that can be toggled.
Windows:
- The engine can handle a multitude of windows. This includes rendering in several windows simultaneously.
- Handling different viewpoints
- Fullscreen mode support.
Shadows:
- Software shadows that include the alpha channel are possible. As a result the transparent or the semi-transparent colors are life-like as well.
- Hardware shadows are fully supported hence these can be generated quickly and realistically. The shadows are projected simultaneously on all of the objects.
Titling:
- 2D, and 3D fonts and text can be displayed in 2 or 3 dimensions.
Special effects:
- Examining 3D points in the rendered scene (example.: does the filament of a light bulb show or not. This is required the correctly calculate the glow effect).
- Calculating the intersections of points
- Weather
Voxel based displacement map:
- Landscape with displacement mapping on voxel base.
- Real time stage recalculation
- Interactive stage
- Optimized for software vertex calculation by avoid the uncached vertexes on PSP, and the cache hits in DirectX buffers
Map components:
Nurb, and bezier patch support:
Lines:
- Buffered, where emphasis is placed on speed.
- Pencil can be picked up or put down
- Infinite buffer
- Textured lines
- Wide lines (vertex shader recalculated)
Dynamic buffers:
- 2D screen layers can be created dynamically, changeable 3D objects or polygons.
Captures/Video:
- Video with sound can be saved in any format that is supported by the user’s installed codec.
- Images are JPG, TGA, or BMP.
- WEBcamera, and capture devices support.
Special render modes:
- Wireframe mode.
- Flat mode
- Negative light.
- Fog.
Editoring features:
- multi-windowed support
- special line supports
Antialias:
- Hardware FSAA (PC only)
- Software FSAA PC
Animations:
- Keyframes
- Keymatrixes
- Morph
- Bones