EvoFx Games Engine Technical Specification.
The engine is a set of Content processores , and a kick ass lightning system
First the Content Processors.
- Non Textured objects - transparent and Non transparent Objects
- Textured objects - transparent and Non transparent Objects
- Bump mapped objects - transparent and Non transparent Objects
- Parallax mapped objects - transparent and Non transparent Objects
- Relief mapped objects - transparent and Non transparent Objects
- Vegetation Tree - include advance physics to simluate wind effect
- Vegetation Bush - include advance physics to simluate wind effect
- Vegetation Grass - include advance physics to simluate wind effect
- Vegetation Fern - include advance physics to simluate wind effect
- Vegetation Plant - include advance physics to simluate wind effect
- Animations - transparent , Textured , bump , Parallax mesh of fbx fileformat
- Sky - include advance Day and night system to simluate any time
- Cloud - transparent volumetric Parallax mapped system
- Water - transparent volumetric Parallax mapped - water physics for true water animations , 1024x1024 height map
- Terrain - terrain geo mip mapping by 4 levels - 1024x1024 height map , 3 blend maps per.sector
- volumetric fog - Distance based bounding box fog
- Particle - Parallax or bump , explosions , missile trail , fire
- water Collision
- Vertex collision detections
- Effect - Microsoft XNA HLSL shader processor
- Texture - Microsoft XNA processor
- Audio - Microsoft XNA xact 3D audio system
The Engine. Main Core
- 128bit rendertarget on xp,vista and xbox360 64bit rendertarget in full HDR
- the engine runs 85% on the shader pipeline
Light
- the sky render is atmospheric scattering based on raylit and mie
- the main lightning system based on raytrace of lightbeems and
- subsurface scattering of 3d objects and light penetration of 3d objects
- adapt sunlight for all 3d objects in the scene from the sky
Shadows
- Depthbuffer pixelated shadows with softone for pixel perfect shadows