::FEATURES

TECHNOLOGY

The game is based on Destan’s new rendering technology called Destan Engine v2. It allows to use all newest graphical effects like HDR, soft particles, displacement mapping, projective lights, alpha shadows, water and glass effects, post processing effects and many others. Our engine has also built in the physics system with ragdoll.

HDR: High Dynamic Range System is 4 times faster than solutions used in the other modern engines. All pixels are computed in 128 bit (96 bit on ATI) and converted to the screen format. Also all the post processing effects are computed in a full precision.

Soft particles: Improvement of the classical particles system. Instead of traditional 2D plane particles there are used full 3D volumetric particles. The engine computes each screen pixel in 32 bit depth and uses it to create volumetric particles with many interesting 3D special effects.

Displacement mapping: To create best representation of detailed surfaces there are used real displacement mapping computed per pixel. This technique allows to put more details into the maps without additional triangles and using ray tracing to simulate displacement effect. With displacement mapping there can be simulated millions of triangles with occlusion in real time.

Projective lights: The engine supports two types of lights: standard with 2d texture and 360 degrees wide with cube-mapped texture. Each light can cast shadows and soft shadows with different resolutions. All the lights can be animated together with its colors, brightness and other parameters. Each light can generate a 'Flare' effect. Lights can use HDR textures.

Realtime lighting: The whole lighting system is computed in real-time. To improve artistic effect it is possible to use lightmaps. The amount of light for each screen pixel is computed using all the lights, refractions and reflections and environmental CUBE lights. For each screen pixel we can calculate up to 5 specular effects and full diffuse lighting. CUBE lighting model calculates ambient, diffuse and specular (with glossiness on pixel shader 3.0 and 4.0 cards). Lighting works even on triangles with several normal maps. With ambient light areas our engine can transmit light through the doors connecting two rooms.

Alpha shadows: Destan technology supports shadows cast by objects with transparent textures opaque texels don't cast shadows onto the surface.
Water/Glass effect: All the materials can be reflexive and refractive so there can be made many different kinds of glass, water etc. This effect can be used on 3D objects, particles, volumetric particles and 2D images.
Post processing: The engine has an advanced post-processing system allowing composing many different effects. All the effects are completely independent.

Water/Glass effect: All the materials can be reflexive and refractive so there can be made many different kinds of glass, water etc. This effect can be used on 3D objects, particles, volumetric particles and 2D images.

Post processing: The engine has an advanced post-processing system allowing composing many different effects. All the effects are completely independent.

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