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LawMaker Game Engine Overview - Part 2 |
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Wednesday, 08 March 2006 |
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LawMaker Game Engine Overview - Part 2
Realistic Environmental Effects
- Cast shadows on all game entities in LawMaker. From CSG brushes, bsp faces, detail brushes, nurb surfaces, skinned mesh.
- Apply real-time per-pixel cubemap reflection to entities in the level such as detail brushes, surfaces, characters.
- Real-time reflective\refractive water rendering.
- Volumetric lighting by way of advance particle system.
- Adapative Glare and Glow Buffer for HDR-like bloom effects.
- Coming Soon! Stencil Soft-Shadow Rendering
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Real-time stencil shadows performed in the editor. Modify lighting properties to cast shadows. Modify renderable entities to become shadow occluders. |
Fast complex shadowing and self-shadowing handled for all renderable entities. |
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Reflective and refractive water entity. |
Create composite effects in a single scene. |
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Add HDR-like bloom to enhance your level scene. |
Create complex particle systems. |
LawMaker In-Game Features
- Fast-action FPS gameplay, Third-person adventure games, Flight-Sim, RTS gaming are just a few genres you can build with the LawMaker game engine.
- Fluid gameplay and collision detection for AAA game feel.
- Built-in dual weapon support for added mayhem.
- Coming Soon! Full multiplayer in-game support.
- Coming Soon! CEGUI Editor in LawMaker
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In-game cinematic with wide-screen view and post-render effect, old movie flicker. |
Combine mutliple post render effects such as sepia and motion blur. |
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Post render effect during gameplay such as sepia. |
Leverage the built-in engine framework for dual weapon mayhem. |
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Wield any single-handed weapon in either hand. |
In-game UI using CEGUI. |
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Update user key mappings. Change video settings, audio settings, create user profiles, etc. |
Built-in gameplay that allows AI to react to their surrounding such as explosions, footsteps, gunshot, warcry, etc. |
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