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Current feature set:
- 28 skinned characters (64 bones each), all 5k polys or higher and bump mapped (no character LOD's)
- Single pass deferred shading - four material channels (base, detail, gloss, normal)
- Up to 20 real time point lights
- Dynamic shadow volumes, cast from each light
- Unified per-pixel lighting model: two-hemisphere area, directional, and omnidirectional (point) lights
- Reflection vector (Phong) specular highlights
- Linear light accumulation, 2x overbright lighting
- 150k+ polys/frame, including shadow volumes
- Gladiator, archer, and spearman characters: 5,200 polys, 64 bones, 1-4 bones per vertex
- Minotaur: 9,100 polys, 88 bones, 1-4 bones per vertex
- Bump mapped coliseum: 14,000 polys
Future features:
- Object space normal maps
- Static shadow volumes
- Volumetric fog (planar or user defined/animated fog volumes)
- Per-pixel or per-material specular power
- Detail bump mapping (object+tangent space normal maps)
- Cylinder lights (2D omnidirectional)
- Spot lights
- Shaped omnidirectional lights, elliptical lights
- Dark lights (negative lights)
- Linear lights (light wands)
- Light volumes/shafts
- Light blooming
- Environment mapping