CPAL3D
Website:
http://www.cpal3d.net/
Developer:
Centauri Production
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows
Languages Written In:
C/C++
Languages Supported:
C/C++
Graphics APIs:
DirectX
Rating:
Not reviewed yet
- Overview
- User Reviews
CPAL3D engine contains a powerful technology to render graphics, sounds and physics in your 3D worlds interactively.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Save/Load System
- Data driven, hierarchical scene graph for all objects
- Controllers abstraction, force feedback
- Resource system for all data (textures, meshes, sounds etc.), dynamically loading and unloading data as needed, reducing disk access
- Template/Instance approach
- Virtual directory, big file containers
- Individual file compression based on its type and content
- Customizable timers, allowing local slow motion effects
- Text server for all game texts
- Tens of games already shipped using CPAL3D
- Stereo Rendering
- Render-to-Texture
- Fonts
- GUI
- 2D scale, rotation, crop and alpha effects
- Virtual screen space for scrolling with parallax
- Connected with lighting system for 2.5D games, casting shadows using prerendered light masks
- WMV video playback
- FONTS based on FreeType2 library
- Environment Mapping
- Lens Flares
- Billboarding
- Particle System
- Depth of Field
- Motion Blur
- Sky
- Water
- Explosion
- Decals
- Fog
- Mirror
- Powerful PARTICLE SYSTEM applicable on billboard or 3d object types, with LOD, hierarchy etc. POSTPROCESS shaders: glow, color enhancements, depth of field etc.
- Static and dynamic cube maps
- Dynamic reflections and mirrors
Lighting
- Per-pixel
- Fully dynamic point, spot and directional lights
- Part of scene hierarchy
- Projected spot lights
- Ambient occlusion
Shadows
- Shadow Volume
- Shadows using dynamic shadow volumes
- Highly optimised, using stencil buffer
- Rendering per light - shadow is light occluder
- Advanced visibility detection
- Quality reduction based on visibility of object
- Soft shadows using shadows postprocessing
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- Projected
- Fully shader driven pipeline, custom shaders, legacy fixed pipeline also supported
- Various material lighting properties
- Detail textures
- Normal/specular maps
- Animated textures
- Quality reduction based on visibility of material
- Library of per pixel shaders
- Flexible user shaders support
- Dynamic water reflection/refraction, fresnel effect
Shaders
- High Level
- Using HLSL shaders connected to engine features
- Highly customizable
Meshes
- Mesh Loading
- Skinning
- Deformation
- 3D Studio MAX exporter
- MAYA exporter
Scene Management
- Portals
- Octrees
- Occlusion Culling
- LOD
- Optimized object hierarchy
- Efficient large-scale visibility determination
- Various camera types, multiple cameras with various viewports and render targets
Animation
- Inverse Kinematics
- Keyframe Animation
- Skeletal Animation
- Morphing
- Facial Animation
- Animation Blending
- Animation layers with interpolations between any number of animations and animation types
- Programatic bone manipulation (i.e. head observing objects)
- Possible reduction of quality of animation based on distance from camera
Physics
- Basic Physics
- Collision Detection
- Rigid Body
- Vehicle Physics
- Using physX middleware
- Rigid bodies (can constist of base primitives, polyhedrons, height fields and triangle meshes)
- Vehicles (any number of wheels, axis, clutches etc.)
- Ragdoll (with variable animation strength application on each bone)
- Various raycast optimizations
Artificial Intelligence
- Pathfinding
- Path finding on pregenerated 2D map with dynamic actors and obstacles
- Actors can dynamically steer, avoiding each other and other dynamic obstacles
Sound
- 2D Sound
- 3D Sound
- Streaming Sound
- Cones and spheres, directional sounds
- Doppler, pitch, pan, volume...
- Sound controlled facial animation
- I3DL2
- Definition of environment areas using reverb, fluent transitions
Tools & Editors
- Scene and materials editing
- All game data comes through scene editor and outputs to ready to use scene
- All settings and scene descriptions are output to easy to read text format
- Template/instance separation
- Include scenes and scripts for assets
- Customizable viewports
- Tool for object scattering across terrain
- Undo/redo system
Scripting
- SCRIPT LANGUAGE microthread based
- Highly documented and reliable
- Connected with engine using robust API
- IDE for script editing, compiling and debugging
- Full featured editor with syntax highlight & undo
- Threads, stacks, breakpoints, watches
- Remote script debugging using TCP/IP
- Texts server browser, with spreadsheet export and import
- COMPILER for data and script compilation and validation
- Automatic patch generation
- PUBLISHER for automatic creation of game builds with installation, autorun and eventually localisation kit
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Unspecified | Yes | View Details |
| No royalties charged. | |||
Last edited Dec 06, 2011 at 10:42
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