This is an overview on the state of the 3D Kingdoms engine/editor used in the creation of The Villager's Tale.
- Skeletal Animation:
-Can use the same animations with different character meshes
-Easily tween between animations or overlay animations in realtime
- Inverse Kinematics:
-Animations can be adjusted in realtime to fit the character's environment better.
- The skeleton is used to deform a mesh:
-Weighted vertex attachments to the bones
-Blend shapes to interpolate between predefined meshes
- Normal Mapping on meshes:
-Can approximate a high polygon model from a low polygon one. The lowpoly mesh is rendered, but the lighting is very much like the highpoly one.
- Specular lighting, including intensity map in a texture alpha channel, and settable exponents.
- Mesh Chunks, apply different textures or shaders to a chunk.
- Outdoor rendering features:
-Terrain (from a height map), grass, sky box, cloud dome, and fog.
- Particle System
- Alpha rendering pipeline (for sorting, and other techniques to render
alpha'd objects correctly.)
- Bump-mapping on meshes & characters
- Specular lighting on meshes & characters
- Uses CG Pixel & Vertex shaders for lighting & normal mapping.
- Overlay textures supported on all shaders
-Dynamic colored lights with attenuation
-Dynamic shadows for all lights and objects using stencil shadows.
Shadows are recalculated only if the light or object has moved.
- For high-end GPUs:
- HDR: Glow/Bloom & Autoexposure
- Depth Blur including auto-focus.
- Bounding Box: For an initial quick test, or optionally the entire object.
- Per-Polygon: Checks a shape(ellipse, box, line, etc.) against each polygon for intersection, and performs collision resolution if required.
- Physics System: Objects and the world can interact based on defined characteristics. Still a lot left to do on this though.