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Technical requirements
Dale Weiler edited this page Sep 1, 2018
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3 revisions
- Deferred shading
- Omni-directional shadow mapping
- Color grading
- Volumetric fog
- Crepuscular rays
- Cook-Torrance BRDF (PBR)
- Irradience mapping
- Prefiltered IBL
- Normal mapping
- Gamma correction
- HDR (10-bit and 16-bit)
- Tone mapping
- Bloom
- HBAO
- Skeletal animation /w animation blending
- Anti-aliasing
- FXAA
- SMAA
- Procedurally generated sectors
- Automatic prop placement
- Fully editable
- Collision with the world
- Rigid bodies
- Client sector tracking and position within sector
- Synchronize clients only in same sector
- Automatic client identification with blind RSA
- Fat-client, thin-server architecture
- Keyboard
- Mouse
- Gamepads