Eternity

Engine default

Website:
http://www.tsgroup-inc.co...

Developer:
TS Group Entertainment LLC.

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
DirectX

Rating:
Not reviewed yet

Editor:
None (be one!)

Eternity allows you to start developing content for your own game project from the beginning of development. The C++ tools incorporated in Eternity can save you up to 10 months of development time, efforts and money. Eternity contains dozens of standard pre-designed solutions allowing your programmers to concentrate on more imaginative tasks.

Supported Features

General

  • Object-Oriented Design
  • Plug-in Architecture
  • Both binary and Text file formats for any entity (Geometry, Materials, Cameras, Lights, etc.)
  • Pentium III optimized pipeline
  • multi-genre game engine
  • full general camera model, which allows the developer to place the viewpoint wherever he desires
  • Fixed-function
  • Materials that will be placed onto a landscape in accordance with specified altitude and slope angle
  • Realtime smoothing of materials’ transition, saving your artists time from drawing all texture transitions and saving texture memory
  • meticulous manual and assembler-based optimizations in critical areas of the code
  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Sky
  • Water
  • Fog
  • Weather
  • Procedural infinite sphere with several cloud layers or use created 3D model
  • Cloud drift depending on wind direction
  • Multiple transparent cloud layers
  • Dynamic layer change algorithm providing "Day-Night" or weather change effects
  • Simulation of water or time erosion
  • Water surface generation using procedural textures or multi-texturing
  • Realistically recreated snow and rain particles
  • haze/fog effect supported: range based, Z-based, and volumetric
  • Patches

Lighting

  • Per-vertex supports an UNLIMITED number of static and dynamic RGB lights. These lights can be of any color and may be points or infinitely distant lights.

Shadows

  • Shadow Mapping

Texturing

  • Basic
  • Multi-texturing
  • Mipmapping
  • Procedural

Meshes

  • Mesh Loading
  • Skinning
  • Progressive Point-binding feature that allows you to "bind" various objects (like weapons) to any part of the character’s body

Scene Management

  • General
  • Portals
  • Occlusion Culling
  • PVS
  • LOD
  • Large lifelike outdoor environments
  • Indoor/Outdoor scenes integration
  • Scene import from 3D Studio MAX
  • large scale database manager provides with a method to add, delete, process and draw hundreds of thousands of game objects in real-time, by applying effective hashing algorithms and providing methods to cull out invisible objects.
  • The TruNature module serves as a realistic environment renderer. It utilizes sophisticated mathematical algorithms developed by Russian mathematicians to render landscape and fill them with dense vegetation.
  • Realtime generation of adaptive LOD during rendering in accordance with distance from camera and view angle
  • Tunable polygon budget can be adjusted in realtime

Animation

  • Keyframe Animation
  • Skeletal Animation
  • Animation Blending Skeletal animation import from Character Studio or MoCap software (BHV format is supported)

Terrain

  • Rendering
  • CLOD
  • Terrain generated in a standalone editor by applying height map or skeleton lines to regular square grid
  • Grid size varies from 32 to 4096 points in each direction
  • Vegetation will be placed on landscape in accordance with specified altitude, area definition and terrain properties
  • Sophisticated algorithms allow rendering up to several dozen thousands trees in realtime

Physics

  • Collision Detection
  • Dynamic collision detection with game world provides visible splashes from rain drops
  • Collision detection performed in two stages: first is to apply the hierarchical bounding sphere intersection tests to pairs of object; second stage uses an extension of oriented bounding boxes (OBBs) supporting non-orthogonal oriented bounding boxes with velocities.

Licensing

License Name Price in $US Source Code Included?
Proprietary $44,000.00 Yes
Single product license: for only one commercial product; free upgrades within first 18 months, 5-day on-site training; 6 months support; no royalties
Proprietary $99,000.00 Yes
Site license: unlimited number of commercial products; unlimited upgrades, 14-day on site training; 18 months support; no roylaties

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Suggest Edits

Last edited Dec 06, 2011 at 10:42

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