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Centauri Production

Not specified


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CPAL3D engine contains a powerful technology to render graphics, sounds and physics in your 3D worlds interactively.

Supported Features


  • 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


  • Per-pixel
  • Fully dynamic point, spot and directional lights
  • Part of scene hierarchy
  • Projected spot lights
  • Ambient occlusion


  • 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


  • 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


  • High Level
  • Using HLSL shaders connected to engine features
  • Highly customizable


  • 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


  • 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


  • 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


  • 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


  • 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


License Name Price in $US Source Code Included?
Proprietary Unspecified Yes
No royalties charged.

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Last edited Dec 06, 2011 at 10:42

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