Hammer Engine
Website:
http://www.hmrengine.com
Developer:
http;//www.hmrengine.com/?=dude
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
Hammer Engine is supposed to be a next-gen 3D first/third person game engine, uses deferred rendering method, full dynamic shadow/lights, advanced physics and supports detailed indoor/outdoor (mainly indoor with lots of lights) environments.
The engine is in development, thus many features maybe added to the list later
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Save/Load System
- Pluggable Scene management
- Pluggable Post Process Effects
- Pluggable File management (zip/virtual/etc)
- Deferred Shading
- Render-to-Texture
- Fonts
- GUI
- Ambient Occlusion
- Post Process effect chain
- Billboarding
- Motion Blur
- Sky
- Bloom Effect
- Pixel Motion blur
- Software Anti-Aliasing
- Star Effect
- HDR Sky
Lighting
- Per-pixel
- Gloss maps
- Anisotropic
- 64bit HDR lighting pipeline
- Stencil culling
Shadows
- Shadow Mapping
- VSM(Variance shadow maps) for omni-directional lights
- PSSM(Parallel Split shadow maps) for sun light
- Shadow map caching and optimizations
- Soft Edged shadows support
Texturing
- Basic
- Bumpmapping
- Mipmapping
- Relief Mapping
- Compressed normal map support
Shaders
- High Level Custom XML material shaders
Meshes
- Mesh Loading
- Skinning Supports Hardware skinning
Scene Management
- General ABTree, Occlusion Culling in development
Animation
- Forward Kinematics
- Keyframe Animation
- Skeletal Animation
- Animation Blending
Physics
- Basic Physics
- Collision Detection
- Rigid Body Uses Ageia Physx engine
Tools & Editors
- WYSIWYG editor currently in development
- 3dsmax7 exporter available for exporting level data
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Free | No | |
Last edited Dec 06, 2011 at 10:42
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