Lightning Engine

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Making Art Studios

Not specified


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Next generation 3D visualization system for use in games or other virtual reality applications.

Supported Features


  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Highly configurable through plug-ins (from texture/model/archive loaders, to custom DLL shaders and new scenegraph nodes)
  • Run-Time Type Informations (RTTI) for all object in the engine (including scenegraph nodes)
  • Automatic serialization through RTTI. No need to write specialized code for every object.
  • Environment Mapping
  • Particle System
  • Depth of Field
  • Motion Blur
  • Sky
  • Water
  • Fire
  • Explosion
  • Fog
  • Weather
  • Mirror
  • Dynamic sky coloring based on day/night cycle
  • Dynamic procedular clouds
  • Extensible particle system framework. Supports plugins for new emitters, particle animators and custom renderers.


  • Per-vertex
  • Per-pixel
  • Volumetric
  • Gloss maps
  • Anisotropic
  • BRDF 64-bit pipeline for rendering high dynamic range images (HDR). Experimental support for older hardware using pixel shaders.


  • Shadow Mapping
  • Shadow Volume
  • Renderer supports (virtually) unlimited number of shadow casting lights, through multipass rendering.
  • Shadow types can be freely mixed in case to achieve highest quality and/or better performance.
  • Support for custom shadow rendering methods, such PSM, TSM, etc. through plugins.


  • Vertex
  • Pixel
  • High Level
  • DLL-based, plugable shader system gives flexibility and performance. Basic support for scripted shaders (though the dll interface).
  • Proprieatery shader editor (Shader Builder) for creating and compiling new shaders. Easy-to-use interface lets artists create complex shaders without the need to learn any programming language, such as C/C++, for writing new shaders.

Scene Management

  • General
  • Occlusion Culling
  • PVS
  • LOD
  • Highly configurable scene graph, extensible through plugins. The architecture is flexible enough in case to support combinations of spatial partinioning algorithms (e.g. octree inside a BSP leaf).
  • Native support for occlusion culling with graphics hardware.
  • Experimental software renderer for performing occlusion queries on the CPU.


  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Proprieatery physics engine, currently in development. Currently supports rigid body dynamics with constraints, cloth animation and ragdolls.
  • Abstract physics interface for easily plugging a different physics engine, without the need to recompile the whole engine.

Tools & Editors

  • Shader Builder for visually creating new shaders (through a graph-based represantation). Build-in material editor helps you create materials by tweaking shader parameters and see the results in real-time.
  • Physics Editor for configuring physical properties of objects, creating and attaching collision primitives, and testing their behavior without the need to run the engine.
  • Particle System Editor for creating complex special effects.
  • All editors use the renderer in case to have an accurate preview without the need to start the stand-alone application


  • Proprieatery, object-oriented scripting engine.
  • Byte-code compiled for faster execution.
  • Supports states and events.
  • Support for level-wide scripts.


License Name Price in $US Source Code Included?
Proprietary Unspecified No
Engine is currenlty in alpha version.

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Last edited Aug 18, 2012 at 20:31

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