Cryengine™2. Features

Source: Internet
Author: User
Cryengine 2 supports real-time editing, convex pasters, static lighting, network systems, integrated physical systems, shaders, shadow and dynamic music systems.

This engine supports all videos and hardware on the current market. New hardware is also constantly added to the engine when it is available.

  • Cryengine sandbox: Real-time game Editor supports "What you see is what you can play"
  • Renderer: Seamless technology integration for indoor and outdoor scenarios. Supports DirectX 8/9/10, xbox360, and PS3 rendering.
  • Physics System: Supports transportation tools, rigid body objects, liquids, dolls, clothing and soft objects. This system is integrated into games and tools.
  • Animation System: Playback and mixing of action data (motion capture or key frames) based on the kinematics (using biological demonstrations) and physical anti-truth. Focus on providing real human animation (for example, adaptation to uneven terrain, line of sight tracking, facial animation, exploration around the corner, and transition of natural animation ).
  • AI System: Allows scripts to define team-based AI and AI behavior. You can create enemies and actions without modifying the C ++ code.
  • The sound effect is ignored.
  • Network client and server system: Manage all network connections in multi-user mode. This is a low-latency network system based on the Client/Server structure. This module is completely rewritten to meet the needs of the next generation of multi-user games.
  • Shaders: Provides a texture mixing script system for generating virtual effects in different ways. supports real-time point-by-point illumination, concave and convex reflection, refraction, volume light-emitting effect, dynamic texture, transparent computing display, window, bullet holes, and illumination surface.
  • Terrain: Use the advanced height chart system and polygon reduction technology to create an ultra-large, real environment. The visible distance from the game unit is more than 2 kilometers.
  • Voxel object: Allows you to create a geometric height chart system without creating Cliff, cave, Canyon, and heterogeneous shapes. The voxel editor is as easy to edit as the height Graph Editor and provides fast rendering.
  • Lighting and shadows: High quality real-time shadows mixed with computing properties to generate dynamic environments, including high resolution, perspective correction, and volume smoothing shadows. Supports advanced particle technology and any type of volume illumination on particles.
  • Fog: Including volume fog, layer and line of sight fog and even different kinds of materials to enhance the atmosphere and tension ..
  • Resource compiler: Resources can be compiled by the platform-based resource compiler. this allows global changes based on settings and platforms without splitting the loading time (for example, mipmap calculation and triangle striping)
  • Polybump 2: Completely inherited from other tools, including 3DS MAX. create a high-quality surface structure in the tangent-space or object space and allow very fast extraction of surface functional normal ing, displacement ing, non-closed spatial direction, acceptability and other attributes.
  • Scripting system: Based on the popular Lua language, you can easily adjust weapon/game parameters, play music and load graphics without changing the C ++ code.
  • Flow Graph: The flowchart system allows the designer to implement the game logic without writing a line of code. Encoding is used to connect the functional modules in the flowchart and define attributes. (BT)
  • Modularity: Fully written in the Standard C ++, including comments, documents, and separated into multiple DLL.
  • Multi-threading: Multi-processor is supported to reduce network latency in multi-user environments and increase the computing speed of CPU in many aspects.64bit: Supports 32-bit and 64-bit operating systems, and more memory can be used.

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