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                     Main Features in my blood engine
Direct3D 9 is used to render the scene
User input is gathered though DirectInput
Single pass multi-texturing using the fixed-function pipeline (FFP)
Light-mapping
Frustum culling
Simple skybox
Keyframe Animation with GPU-based frame interpolation through a custom vertex and pixel shader written in HLSL. This technique is also known as Vertex Tweening or even Morph Target
Support for Quake2 models (.md2)
Support for DirectX models (.x)
Support for PCX texture loading in addition to the other image formats already supported by Direct3D
Support for Quake3:Arena levels
Lightmaps
Curved surfaces using Bezier patches
Partial support of Quake3 materials and effects (.shader)
Uses the BSP/PVS to quickly discard non visible geometry
Collision detection using the BSP tree (supports ray, sphere and box sweeps)
A flexible scene graph system where entities can be attached to each other in order to perform hierarchical transformations and geometry culling
Quake-like player movement physics
A powerful in-game console system:
Outputs vital information
Can take command inputs from the user
Console variables can be dynamically edited at runtime
Commands and console variable settings can be loaded from a user-specified text file (cfg)
Garbage collection of unused resources through reference counting
Control keys can be dynamically changed in-game through the console, using the bind command
User input is abstracted through an Action Manager which maps inputs to actions
A smart chase-camera controller that will detect collisions with the world to prevent the view from being occluded by other pieces of world geometry.
Error handling through exceptions
The in-game HUD can display vital performance statistics about the game, such as frames per second, total number of triangles on the screen, number of textures loaded, etc…
posted on 2008-08-11 15:05 bloodbao 阅读(188) 评论(0)  编辑 收藏 引用 所属分类: c++

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