Small but complete configuration/scripting language. Network library designed for high speed games, client/server network system. Supports animation blending, procedural pitch animation, and ragdoll physics for skeletally-animated characters. Loading of md2/md3/md5/obj/smd/iqm models for skeletal and vertex animated characters, weapons, items, and world objects. Robust physics written specifically for this world structure. Supports normal and parallax mapping, specular and dynamic lighting with bloom and glow, environment-mapped and planar reflections/refractions, and post-process effects. Pixel and vertex shader support, each model and world texture can have its own shader assigned. Soft shadowmap based shadows for dynamic entities. Smooth lighting for faceted geometry, and fast compiles. Lightmap based lighting with accurate shadows from everything including mapmodels, Rendering engine optimized for high geometry throughput, supporting hardware occlusion culling and software precomputed conservative PVS with occluder fusion. Machine gun, rifle, grenade launcher, pistol, fist.Ħ directional heightfield in octree world structure allowing for instant easy in-game geometry editing (even Two singleplayer modes: DMSP (fight a monster invasion on any DM map), classic SPħ weapons tuned for maximum satisfaction: double barrelled shogun, rocket launcher, Tactics, capture (domination/battlefield style), CTF (capture the flag), coop edit (!).
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