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Shadow of Chernobyl

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Главная » Статьи » Основные статьи

Движок
Игра "S.T.A.L.K.E.R.: Shadow of Chernobyl" разрабатывается на движке X-Ray. Это мощный игровой движок, который поддерживает самые современные технологии. Он не поддерживает программный рендеринг и требует DirectXR 8 (или выше) совместимый видеоадаптер.

Спецификации движка:

* General:
o Levels combining closed spaces as well as enormous open areas
o On demand loading makes it possible to create a single huge level
o Game time flow, change of time of the day
o Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
o VR-Simulation engine optimized for massive load
* Graphics:
o Support for all second generation D3D compatible accelerators (TNT/Voodo2/etc), optimized for Geforce2 and up
o Visualization optimized for hardware TnL (both FF and shading capable parts)
o Continuous level of detail technology for all the geometry
o ~300 000 polygons per frame at 60 fps on average hardware
o Detailed character models (500-10 000 polys)
o High-speed blended animation system capable of an infinite number of bone interpolation & modulation operations
o SSE/3Dnow! Technologies used for skinning and forward kinematics
o Visibility determination
+ Portal-style, non-linear subdivision based visibility detection system
+ Optimized for T&L hardware by batching primitives in optimally sized groups
+ Dynamic occlusion culling, contribution culling
o Adaptive hardware state caching technology
o Lighting
+ Colored dynamic lights and dynamic "soft" shadows
+ Breakable light sources
+ Animated lights
+ Character shadowing
+ Intelligent light source selection, clipping, and merging
o Detail mapping
o Water, flares, coronas, etc.
o Particle system with real physics
o Screen post-processing
o Shading
+ The Shader library is central to every part of the rendering pipeline
+ Completely abstracts the graphics API.
+ Multi-pass Rendering
+ Fallback Shaders
+ Facilitates cross-platform development
+ Separates shader writing from engine development
+ Pixel and Vertex shaders are automatically used (on shader capable hardware.)
* Detail objects:
o Grass, small stones, etc.
o Enviromental effects, such as wind, turbulence, and tracks
* Physics:
o Based on ODE engine
o Simulation speed outperforms commercial engines such as MathEngine, Havok, etc.
o Real-time IK, vehicle physics, etc.
o Collision database with low memory usage
o Collision detection optimized for a large number of queries in a high concentration polygonal environment
o Realistic simulation of ballistics, movement, and fluids
* Audio:
o High quality HRTF 3D-sound with clipping and partial wave tracing
o Location-based environmental audio affected by surrounding obstructions
o Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
* Network:
o Distributed computing
o Client-Server based system
* Tools:
o In-house tools ( Level, Shader, Particle, and Actor Editors )
o Plug-ins for popular modeling packages
* AI:
o Simulation Level-Of-Detail and Culling (2 AI models - high and low detail)
o Fiber based time distribution allows scalable AI without any slowdown
o Virtual senses; sight, hearing and touch
o Terrain-aware tactical assessment system
o FSM with random factor
o Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)

Категория: Основные статьи | Добавил: admin (15.06.2007)
Просмотров: 391
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