Genre: Arcade FPS |
FireStarter Engine v.1.0 Features
- Initially based on BSP technology
- Initially oriented to API DirectX 8-9
- The game building on plug-in protocols for all game elements
- Possibility to port on XBox
- Optimization of the engine for the best performance and maximally dynamic gameplay
- Partly open levels made with the use of BSP technology
- User-friendly editor
- 98 predetermined entity classes as doors, elevators, platforms, jump-pads, triggers, bonuses, etc.
- Standardized protocol for importing new entities
- Use of skyboxes for simulation of sky/space, etc.
- Lighting on the light map with varying detailing level
- Use of high-polygon models for level construction
- Standardized interface to plug in actors of any topology and animation system
- Standardized interface to implement characters' physics
- Specific embeddings of animation systems (matrix animation, morphing, skeletal animation) are in plug-ins and can be selected based on specific needs/design
- Particle systems, explosions, projectile flight effects are made of basic effects and can be as much complex as needed
- All effects are plug-ins
- Standardized protocol for effect programming
- 11 basic effects as spray, splinters, flashes, trigger, etc.
- Simple mechanism of building effects in the levels and binding to entity of the level.
- Programmable recurrence of the effects
- Steam, smoke, fire, geyser and other effects based on the particle systems
- Realistic localized volumetric fog with the possibility of camera-view from inside and outside
- Global volumetric fog throughout the whole level without level geometry and used shaders constraints
- Lighting with omni, directed, volumetric light, lighting with skybox
- Dynamic light
- Projected textures
- Detailing textures
- Halo, radiance around the sources of light
- Standard script language for creation of multi-pass/multitexture shaders
- Standard procedural deformations of the vertex coordinates
- Standard procedural deformations of the texture coordinates
- Standardized interface for embedding shader effects (renders), which use the latest video accelerator possibilities as programmable vertex/pixel conveyers.
- Plug-ins for effects with diffuse/specular bump-mapping, EMBM, anisotropic lighting, etc., that support several rendering techniques for any hardware acceleration (starting with Riva TNT2)
- Original rendering algorithm for large amount of static and dynamic geometry
- Procedural textures as water, fire, plasma, etc.
- Navigation databases compiled for each level
- Standardized interface for monster AI programming
- Possibility to program AI for any monsters
- Monster possibility to communicate with each other, action coordination
- Based on client-server architecture
- 2000x2000x2000 m level size
- Recommended maximum number of polygons per frame -- 200,000
- Maximum plug-ins -- 1024
- Maximum players -- 32
- Full hardware skeleton animation based on DirectX® 9
- Support of new DirectX 9 shader standard
- Plug-ins for rendering effects as fur, refraction, particle system physics, etc.
- 3D procedural textures based on perlin-noise as marble, wood, dynamic plasma, etc.
- EAX 3.0
- Reverberation taking into account size and material of the rooms
- HRTF support
- Analysis of the obstacles and sound fading, echo
- Interactive objects
- Destructible objects
|New features of FireStarter Engine 2.0 version|
- Combining of closed and open levels with the size of 100x100 km
- Adaptive landscape detailing based on displacement mapping
- Day-night system on open levels
- Physics library similar to Havok or Mathengine
- four/six/eight wheel physics for vehicles
- Flying object physics
- Boats, cutters and so on physics
List to be continued...