| 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) |