━ F E A T U R E S
━ Pipelines:
DirectX 12
Vulkan
━ Physics:
Rigid Body Simulation
Soft Body Simulation
━ Renderers (Multi Threaded):
Images
Fonts (True Type)
3D mesh
Sprites
━ Models:
GLTF
Skeletal Animation
Morph-Target Animation
Inverse Kinematics
━ Environments:
Skybox
Waterbox (FFT Simulation)
Hair Particle Systems (Grass/Vegetation)
GPU Particles
Terrain Rendering (Material blending)
Stochastic Alphatest Transparency
Surfel GI
━ Dynamic Lightning:
Directional Lights
Spot Lights
Point Lights
Volumetric Lights
Lightmap Baking
Soft shadows (PCF)
Screen Space Contact Shadows
Ray Tracing (Ambient Occlusion, Shadows, Reflections)
Path Tracing
Variable Rate Shading
Voxel Global Illumination
Occlusion Culling
━ Shader Maps:
Normal Mapping
Displacement Mapping
Parallax Occlusion Mapping
Dynamic Environment Mapping
Emissive Mapping
━ Anti Aliasings:
FXAA
TAA (Temporal Anti-aliasing)
MSAA (Forward rendering only)
━ AOs:
SSAO
HBAO
MSAO
━ Filters & Enhancers:
Supersampling
Bloom
Edge outline
Motion Blur
Lens Flare
Light Shafts
Bokeh Depth of Field
Chromatic Aberration
Tessellation
Real Time Reflections
Real Time Refractions
Color Grading
Sharpen Filter
Eye Adaption
Texture Atlas Packer
Springs
Gamma Correction
Tiled Forward (Forward+) Rendering (+2.5D culling)
Tiled Decals
HDR Rendering
Force Fields GPU simulation
Reversed Z-buffer
Particle - Depth Buffer collisions
Smooth Particle Hydrodynamics (SPH) Fluid Simulation
━ Sandbox:
Networking (UDP)
Lua Bindings
Resource Manager
Entity-Component System (Data Oriented Design)
Audio System
Job System
Impostor System
Controller System (Keyboard, Mouse, Controller, Touch)
Controller Feedback (Vibration, LED)
━ Debuggers:
Frame Profiler
Back Logger
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