My engine (Kimo Engine) is an engine on the way i am developing (and won't stop until finished!), which used almost all the old Blitz3D commands, and has the following features:
100% Done:
Geom. handling (AddVertex, AddTriangle, VertexColor, VertexBone etc.)
Shadow mapping
Hardware Skinning
Render2Texture
Post Processing (including shaders for: Depth-of-field, Dizzy, Sepia, ...)
HLSL effects like Parralax Occlusion Mapping, Ocean etc.
LOD Terrains with the ability to cut out quads (for holes in terrain)
Basic physics using PhysX like cubes and spheres on a plane
On the way:
Soft shadows
Full physics with ragdolls, cars, ropes etc.
Screen Space Ambient Occlusion
... and more to come. ;-)
What do you think about a Blitz-like shading language? ;-)
Give a suggestion if i missed something?
100% Done:
Geom. handling (AddVertex, AddTriangle, VertexColor, VertexBone etc.)
Shadow mapping
Hardware Skinning
Render2Texture
Post Processing (including shaders for: Depth-of-field, Dizzy, Sepia, ...)
HLSL effects like Parralax Occlusion Mapping, Ocean etc.
LOD Terrains with the ability to cut out quads (for holes in terrain)
Basic physics using PhysX like cubes and spheres on a plane
On the way:
Soft shadows
Full physics with ragdolls, cars, ropes etc.
Screen Space Ambient Occlusion
... and more to come. ;-)
What do you think about a Blitz-like shading language? ;-)
Give a suggestion if i missed something?