Nytro Game Engine
Website:
http://7thfactor.com/
Developer:
7thFACTOR Entertainment Studios
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows, Linux, Xbox360, PS3
Languages Written In:
C/C++
Languages Supported:
C/C++
Graphics APIs:
OpenGL, DirectX
Rating:
Not reviewed yet
- Overview
- User Reviews
The Nytro Game Engine is a consistent game (or other multimedia application) authoring platform, written in clean C++, with cross-platform in mind, extensible through a plugin based architecture, an artist friendly tool chain, well documented, aiming at both indie and big developers.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- Other
- Properties system
- Interconnectable slot system
- Modularized through service providers (graphics, sound, network, script etc.)
- the engine is data-driven, loading most of its game data from XML files
- Render-to-Texture
- Fonts
- GUI
- currently based on DirectX 9, and also planning for a DirectX 10 graphics provider
- the rendering pipeline is shader-centric, no more fixed pipeline, supporting up to Shader Model 3.0 and beyond
- implementations : render-to-texture, reflections, refractions, bump map (through normal maps), specular maps, light maps, fresnel term, phong/blinn lighting models.
- Environment Mapping
- Lens Flares
- Billboarding
- Particle System
- Depth of Field
- Motion Blur
- Sky
- Water
- Fire
- Explosion
- Decals
- Fog
- Weather
- Mirror
- post-process HDR bloom, glow, sepia, tv noise, black and white
- auto-exposure
- cinematic motion blur
- lens flares and coronas
- advanced modular particle system, with many parameters to set
- soft particles
- billboards
- sky dome
- water planes
- fire / explosions / path trails / sparks
- object impostors
- Splines
Lighting
- Per-vertex
- Per-pixel
- Volumetric
- Lightmapping
- Radiosity
- Gloss maps
- Anisotropic unified lighting based on global shader parameters (like lights, scene shadow maps, and other parameters)
Shadows
- Shadow Mapping
- Projected planar
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- Volumetric
- Projected
- Procedural image loading supporting DDS,JPG,PNG,BMP,TGA and more
Shaders
- Vertex
- Pixel
- High Level
- Supports HLSL
- central shader library
- shader fallback system
Meshes
- Mesh Loading
- Skinning
- Deformation
- meshes are the raw data
- models have assigned a mesh, and for each submesh of that mesh : shader and textures
- assembly objects are many models assembled in a hierachy-based structure (for example a vehicle with wheels and gun on top)
Scene Management
- General
- Portals
- Octrees
- Occlusion Culling
- LOD
- scene graph and scene nodes for a clear hierachy of the scene
- rendering packets system, each scene node presents a list of render packets (vertex buffers with rendering settings) which it wants to render and the scene graph does all the sorting
- partitioning: octtree, hash space (zones), portal triggers
Animation
- Inverse Kinematics
- Forward Kinematics
- Keyframe Animation
- Skeletal Animation
- Morphing
- Facial Animation
- Animation Blending
- TCB splines based animation, highly customizable ( keys, tracks )
- every parameter of a class can be animated
- actors: skeletal animation, frames exported from 3D Studio MAX, Maya or XSI through COLLADA file format, cand be blended with IK (Inverse Kinematics) for special cases, like stairs or terrain; works with the physics systems rag-dolls; actors can have slots assigned, for example: weapon placement or backpacks; body parts hit damage, look-at controllers
- cinematic sequences for cut-scenes
Terrain
- Rendering
- Splatting
Physics
- Basic Physics
- Collision Detection
- Rigid Body
- Vehicle Physics
- currently using NVIDIA PhysX
- rigid bodies, rag-dolls, cloth, joints, vehicles, ropes, soft bodies
- trace ray on every scene node
- convex hulls for simple collisions
Networking
- Client-Server
- Peer-to-Peer
- Master Server
- client / server architecture, for multiplayer on LAN and internet
- MMOG (massive multiplayer online games) layer (work in progress)
- assign codecs for packet encoding/decoding; reliable / unreliable packets
- TCP/IP based
- servers using multiple threads for communication with the clients, load balancing
Artificial Intelligence
- Pathfinding
- Decision Making
- Finite State Machines
- Scripted
- Neural Networks
- brain, personality, AI agents, waypoints and hint systems (grid / graph)
- group behavior (run-away, attack, defend member, hero-like members)
- virtual senses (smell, sight, hearing)
- AI can use the surroundings / objects in various scopes (attack, defend, build)
Sound
- 2D Sound
- 3D Sound
- Streaming Sound
- WAV and MP3/OGG streaming
- 2D/3D sound sources with various effects applied
- blocker geometry, sounds affected by the game's geometry
- in-game sound track change depending on the game state (battle/peace/alert)
Scripting
- currently based on LUA scripting language, but any kind of scripting system can be easily integrated
- set / get entity properties from script
- call commands on entities
- create new entities in script
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Unspecified | Yes | View Details |
| Full sources, full rights to modify | |||
| Proprietary | Unspecified | No | View Details |
| Binaries | |||
| Proprietary | Unspecified | No | View Details |
| Other types of licensing can be discussed per client | |||
Last edited Jun 09, 2013 at 03:27
