Riot Engine Features

Anything to do with Drakan level editing and modifications, post it here! Also this is the place to tell us about your new levels and get player feedback.

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shoprat
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Riot Engine Features

Postby shoprat » Sat Aug 18, 2012 7:57 pm

Riot Engine Features

Just some of the new features in release 2.0 – Scheduled for release January 1, 2001

Custom portal technology to efficiently culloutside geometry while indoors and still efficiently render outdoor environments
Pre-computed shadow maps.
Limits on texture memory during gameplay require an advanced light-map memory management system.
Editor algorithms for computing light-maps will perform ray-tracing and/or radiosity methods.
Dynamically generated procedural landscape textures create highly-detailed, very natural looking terrain
Continuous Level of Detail (CLOD) system allows any model or animating character to scale in numbers of polygons based on the distance from the camera or the frame rate.
LOD for layers which will allow the landscape to be drawn out to a very far distance by reducing the resolution of the layers when they are far away
Cloth and character (joint) physics models.
Asynchronous loading and caching of all system resources for delay-free access to data from the DVD or hard-drive.
Geometry manipulation of arbitrary 3Dmodelsin the 3D view. Currently only layer geometry can be edited.
Quaternion-based skeletal system requires very small amounts of memory per animation and generates very smooth, rotational interpolations of joints.
Optimized automatic smooth transitioning between animations using multi-animation blending and rotational interpolation. NPC’s now walk on models
Optimized for Playstation 2 vector units (VU) and DirectX Transform and Lighting. Supports DirectX, OpenGL, and Playstation 2 rendering APIs.
Full level editor documentation

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Riot Engine 1.0 Feature Set

Texture Support

8 bit and all truecolor formats (16, 24, and 32 bit). Multiple alpha blending effects (blending, additive, modulated, etc.) Colorkeys. Alternates (lower-quality textures that can be automatically loaded instead of higher-quality textures on lower-end machines). Mip-maps (multiple per texture). Independent animated textures on landscape and objects at any playback speed. Full multi-texturing support using DX7 (detail texturing, dynamic light-maps). Bump-mapping Programmable software-based procedural texture effects.

Hardware Rendering
Full texture support (as available above) and automatic conversion to hardware-specific formats. Z-buffering. 4 and 8-bit alpha-blending (with “halo-lessâ€

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