Nav_CircleOur Story
Nav_CircleOur Leadership
Nav_CircleOur Staff
Nav_CircleOur Products
Nav_CircleOur Technology
Nav_CircleOur Studios

- click to enlarge -

- click to enlarge -

- click to enlarge -

- click to enlarge -
GDC 2003 Demo

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