CAST II Game Engine

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Detailed feature list (may be extended)

planned, currently in development:

General architecture

  • Object oriented extensible modular design
  • Message-based (software bus)
  • High hardware compatibility
  • Multithreading support
  • Compatible with Delphi 7 and greater
  • Compatible with Free Pascal Compiler 2.2.0 and greater

Editor

  • WYSIWYG (What You See Is What You Get)) concept
  • Drag and drop support
  • Visual editing of any custom-editable item
  • Plugins support

Scenegraph

  • Hierarchical items structure
  • Powerful messaging
  • Spatial partition
  • Floating coordinate system
  • Safe object linking
  • Flexible object processing

Renderer

  • Multiple API support
  • Flexible technique-based materials with shaders support
  • Techniques validation and fallback system
  • Minimized render state, texture etc switches
  • Rendering order control
  • Postprocessing effects
  • Geometry LOD
  • Material LOD
  • Imposters
  • Powerful 2D rendering subsystem

Particle systems

  • Independent emitters
  • Independent affectors
  • Precomputed animation

Audio

  • Multiple API support
  • 3D sources
  • Streaming sounds

Input

  • Action or message binding
  • Clear and flexible key binding syntax
  • Mouse gestures support

Physics

  • Built-in OOBB-OOBB, OOBB-Sphere collision detection
  • OOBB-polygons collision detection
  • Ray tracing routines
  • External physics engine binding (Newton)

Network

GUI

  • Rich controls library
  • Markup language
  • Default GUI forms and behaviour included

Resource manager

  • On-demand resource loading support
  • Background resource loading support
  • Automatic texture conversion to match hardware

Landscapes

  • Free-form landscapes (isalands)
  • Huge landscapes with long view distance support
  • Megatextured landscapes
  • Real-time terramorphing support

Animation

  • Object trasnformations based animation
  • Morphing (tweening) based animation
  • Procedural animation (grass, trees, etc)
  • Skeletal animation with skinning
  • Inverse kinematics
 

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