| Submitted by , posted on 10 October 2003 |

Image Description, by This is a project S16 (Sykorsky-16), a flight simulator of the 1st World War. Here is a brief info about the engine: Physical engine (developing): --- Aircraft physics engine:

> - Based upon rigid body dynamics and aerodynamics.
> - Collision uses collision convex volumes
> - Areodynamics uses an active planes for forces computation
> - Almost any model of aircraft can be simulated

Graphic engine (developing), uses Direct3D: --- Terrain render engine:

> - Maximum terrain sector size: 2048x2048. Final size of sector file up to 1Mb (100*100 Kilometers of terrain is about 100Mb (with terrain detail 10 Meters))
> - Terrain block size: up to 32 map pixels
> - Terrain shaded with lightmaps. Terrain casts shadows.
> - Bump mapping
> - Terrain render uses Pixel Shaders, 4 texture stages: 1 - Light map; 2 * User defined textures; 3 - Generated grass\cliff\snow textures; 4 - User defined bump mapping
> - Unlimited count of trees and reasonable framerates (about 100 fps without water (Forest square is about 10*10 Kilometers)). Rendered with shadow maps. The size of result file does not depend upon quantity of trees. The engine uses 3 types of render techniques, which depend on optimization factor:
>   1st - detail trees render (sphere trees technique or tree models), distance 500m
>   2nd - imposter trees via VertexShader (integrated into VertexShader)+Bump map, distance 2Km
>   3rd - planar tree maps+Bump map, distance - unlimited
> - Dynamical sky lighting (24 hours), background cubemap support also.
> - Clouds. Use billboards.
> - Lakes. Uses offset bump mapping for fast computation. Dynamical reflection, transparency, specular highlights, fresnel effect as well.

--- Model render engine

> - Bump mapping with specular highlights
> - Of course, blended bones for animation
> - Uses PixelShaders
> - Shadow volumes computation via VertexShaders

Developed under VC6.0,
Any comments and questions refer to regmail@hotbox.ru

[prev] | Image of the Day Gallery www.flipcode.com | [next]

Copyright 1999-2008 (C) FLIPCODE.COM and/or the original content author(s). All rights reserved.
Please read our Terms, Conditions, and Privacy information.