Engine Details
Engine Details
Flexibility first: Ive choosen the flexbility/power route over the performance route
Unified renderer: Features fully opengl2.0 rendering
Expandable/customable renderer: Built futureproof
Unified lighting: The worlds first fully unified lighting model in a game, ie all lights/objects cast shadows onto all objects. Can handle 20+ lights onscreen at once
Handles all scenetypes: Indoor / outdoor/ space
Scene designer built in: Enabling u to see changes instantly with the correct lighting model
Newton physics: Making things move more realistic
Simple code: Ive tried to use as basic code as possible, eg minimized my use of c++'s 'advanced features' ahem
Design mantra
KISS
treat everything as equal
flexibilty and stability over performance
permature optimization is the root of all evil
©2006 Bollux Inc
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