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DDD Engine - Capabilities

DDDengine features

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)


  • 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


  • Moveing
  • Collosions
  • Bone physics


  • 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.


  • The engine can handle a multitude of windows. This includes rendering in several windows simultaneously.
  • Handling different viewpoints
  • Fullscreen mode support.


  • 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.


  • 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:

  • Full HW supported on PSP


  • 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.


  • 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


  • Hardware FSAA (PC only)
  • Software FSAA PC


  • Keyframes
  • Keymatrixes
  • Morph
  • Bones