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Features World class rendering system with probably the world’s most ambitious graph based shader system.
The renderer is fully multithreaded in order to take advantage of multicore platforms.
The animation system supports both skeleton based animations and absolute or relative morph targets. The skeleton animation system supports 4 bones per vertex and unlimited number of bones.
Large scale terrain rendering supporting 4k square miles heightmaps. An automatic surface cache mechanism which utilize GPU to maintain maximum detail on closeup terrain and low resolution on distant terrain, all from the same surface shader.
Multithreaded, fully customizable, particle system. Each particle effect can be made up from serveral layers of particle emitters and modifiers. The particle system also supports “depth particles” to reduce visible intersection artifacts.
Unified physics interface allows homogenous access to all popular physics libraries such as, NVIDIA® PhysX®, Havok™ and Bullet.
A complete and integrated Flash™ player. The Flash™ player is written from the ground-up using Traktor technology which enabled unprecedented integration with ActionScript™. The Flash™ player utilize the GPU to rasterize curves and shapes which means it’s exceptionally fast.
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Features * Scene graph (optional) with a modular extendible design, including hierarchical culling and controller system, render state, light and effect handling, and custom nodes (lod, billboard, skybox, text, etc)
* Vector, matrix, quaternion lib with Wii specific implementations
* Object system and containers, Input system handling/emulating Wiimote and Nunchuk
* Unity3D exporter (assets, scene graph, physics properties, etc)
* Importer (xml, png, ttf et al.)
* Bullet Physics engine integration
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LanguagesCPP Java Script Lua |
LanguagesCPP |
Source TypeClosed
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Source TypeOpen
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License TypeProprietary |
License TypeLGPL Other |
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OS Type |
Pricing
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Pricing
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