Artyshock

Engine-default

Website:
http://www.artyshock.net/

Developer:
Nick Chirkov

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
OpenGL, DirectX

Rating:
  (1 review)

Editor:
None (be one!)

Artyshock Graphics is a powerful technology that combines real-time rendering on current graphics accelerators with quality of off-line renderers. Global Illumination and distributed rendering effects can be seen in real-time. Artyshock Graphics is a well documented library that contains portable core, DirectX and Maya environment and a set of tools. The core is designed for use in a game engine and provides simple access to geometry data, very fast collision detection using new ray-triangle intersection algorithm.

Supported Features

General

  • Object-Oriented Design
  • the core of a library is independent on: memory allocation strategy, DirectX/OpenGL, file system, errors handling, operation system
  • fast loading, stable and simple
  • Fixed-function
  • Raytracing
  • energy based photon tracing
  • reflective/refractive caustics based on Global Illumination
  • true sub-surface scattering
  • translucence
  • distributed ray tracing effects
  • supersampled antialiasing
  • geometry optimizer allows to draw 55,000,000 triangles on GeForce4 per second, 18,500,000 on GeForce2MX on real scenes lightmap and vertex color lighting
  • Environment Mapping colored interreflections

Lighting

  • Per-vertex
  • Per-pixel
  • Lightmapping
  • Radiosity
  • Gloss maps
  • Anisotropic
  • BRDF
  • Monte-Carlo Global Illumination using photon maps
  • indirect illumination
  • area light sources only. Any object with any shape can emit light energy
  • texture based lighting only, environment maps can be used as HDRI
  • Phong BRDF support
  • mate/glossy reflections/refractions
  • alpha transparency affects lighting

Shadows

  • Shadow Volume true soft shadows

Texturing

  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • reflective, refractive and diffuse bump mapping
  • diffuse per-pixel correct bump mapping

Meshes

  • Mesh Loading
  • Skinning
  • skinned animation from 2 matrices per triangle to 4 matrices per vertex with various optimizations for fast rendering, up to 5,000,000 triangles per second 4 matrices per vertex or fast fully hardware rendering of geometry with 2 matrices per triangle
  • simple geometry export from any modelling tool. Geometry wrapper for Maya included

Scene Management

  • BSP
  • Occlusion Culling fast back-to-front rendering of transparency objects by BSP

Animation

  • Skeletal Animation

Physics

  • Collision Detection accessing to all collision results including renderable geometry with materials and textures

Licensing

License Name Price in $US Source Code Included?
Proprietary Unspecified Yes
Contact author for licensing information

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0 of 0 people found the following review helpful

Best lighting technology

  by 5dd1c9c3c97afe70f7e41a3cc9b092f2 FlamingHawk Oct 27, 2005 at 01:37

This engine had some of the best lighting technology I've ever seen, matching up to Reality Engine. There is a source license so you can also edit the source code to modify the engine for your project's needs.

The features are amazing, with photorealistic rendering quality and amazing memory management. When Reality Engine died, I was in shock, but this engine makes up for it in rendering quality and support-A Must Have!!

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Last edited Dec 28, 2011 at 13:11

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