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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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