According to the perfect official statement, this time the Angelica engine was abandoned and the new-generation cube engine 3D engine was independently developed.
The cube engine is specially tailored for 2.5D games to achieve a wide range of layered effects. The intelligent surface graphics system can generate infinite random images, nothing is repeated, and players seem to be in a wonderful game world.
The powerful equipment deformation animation system allows players to execute any complicated animations like Transformers in every part of their bodies, and brings the display performance to a new height.
Recently, a foreign publication called cubeSource codeThe first-person shooting game has released a new version. This download version contains Win32, MacOS X, Linux, Linux PPC, and other operating system clients.ProgramAnd Linux, Solaris, And FreeBSD. Of course, it also contains the sourceCode.
According to the instructions in the README file, cube is an engine suitable for expressing scenery. It uses OpenGL and SDL to achieve dynamic levels of detail adjustment, as well as the whole world's geometric mipmapping.
The editor in the game allows the player to edit the map in real time after entering the map. That is to say, when flying in the map, you can click it to edit what you see. In addition, maps do not need any pre-compilation actions, and even projection is completed in real time.
This is a powerful open-source engine. It seems a good learning opportunity for game developers or game R & D companies that want to study FPS.
The engine of perfect time and space has used several games and is now quite mature. It can be said that it is the best 3D engine in China. However, perfect time and space companies lack creativity in planning, and each game has many similarities. The World of Warcraft engine is not good in foreign countries, but the game draws on many outstanding achievements of its predecessors in terms of gameplay.
Previously we used the Angelica engine for perfection, martial arts, and xianxian, which is generally suitable for role-playing games. Later, although Chibi was upgraded to Angelica 2.0, however, the engine has gradually become repetitive. Later, it was pushed to a hot dance party, because the engine involved animation, light and shadow, particles, special effects, physical collisions, and so on, so players began to complain about the same.
Therefore, the cube engine 3D will be available soon for perfection.
Cube is excellent in animation, landscape, and other rendering. Imagine an engine suitable for FPS. It is necessary for animation, I think this lays the foundation for the perfect development of foreign markets.
Finally, let's briefly describe the well-known engines used in China:
Unreal2 and unreal3: It is mainly used in 2D and 2.5D Games in China. Compared with 2 and 3, it enhances new performance multi-thread rendering, facefx technology and physical rendering action engine. Common domestic companies: Kingsoft, wanglong, and Netease. Typical games: machine warfare, conquest, magic domain, and projection online
Overmax: this year, we have made breakthroughs in dynamic lighting, high-resolution normal maps, and scene details. Common Chinese companies: targets. Typical games: mkz and tianyao 3
Bigworld: reduces the risks of unknown, expensive, and time-consuming game development projects based on normal technologies. Common domestic companies: Guangyu and Netease. Typical games: founding online and World 2
People are always arguing over element and Angelica .. In fact, a 3D is an enhanced version of E 3D.
Major indicators and parameters of the international measurement engine (both are the most basic core technologies ):
Direct Illumination
indirect illumination)
Global Illumination
local illumination
photonmap
raytracing)
radiosity (optical energy transfer)
bouncing light (photon rebound)
sub-surface scatterring (3 S material)
trans0000cy shader (translucent printing)
normal map (normal map)
parallax occlusion (displacement map)
displacement Map
megatexture (vertex map)
multi-sample
alpha to coverage
Shadow Map
instancing (DOT Cache System)
gizmo particle (volumetric particle)
volume shader
vertex animation (secondary animation)
cloth dynamics (cloth dynamics)
hydro dynamics (fluid dynamics)
character dynamics (role dynamics)