Languages Written In:
C/C++, Visual Basic 6, Delphi
C/C++, Visual Basic 6, Delphi
DirectX, Software Renderer
- User Reviews
Power Render is a set of tools for creating interactive 3D applications. It is a powerful middleware solution for PC game developers. By combining indoor BSP and outdoor terrain rendering, character animation, particle effects, 3D sound, and exposing the latest 3D hardware features, Power Render will help jump start your 3D application.
- Save/Load System
- Easy API developed over 8 years of actual usage with commercial applications
- Not limited to first person indoor type games, use it for anything
- Load TTF fonts
- Support ZIP files
- provides prebuilt rendering states and the ability to design customized ones.
- automatically downgrades to other states on cards which do not support certain effects
- Full screen antialiasing
- Vertex fogging
- Multiple materials per object
- Both indoor and outdoor rendering, go underground, fully deformable terrain
- Environment Mapping
- Lens Flares
- Particle System
- Point Sprite particle systems
- A particle can either be a 3D sprite or a 3D mesh
- Sky rendering system using skyboxes and animated cloud layers
- Realtime tesselated curved surfaces
- NPatch Support (ATI's TruForm)
- Precalculated lighting allows unlimited numbers of lights to an object or scene, and it requires no processing time during rendering
- Dynamic lighting with directional, omni, spot, and lightmaps.
- Shadow Mapping
- Projected planar
- Shadow Volume
- Realtime dynamic shadows using projection, shadow volumes, or shadow maps
- Hardware shadow maps using Geforce 3/4/FX
- Stencil shadows for meshes, characters, and BSP
- Single pass and multipass multitexturing
- Automatic mipmap generation
- Environmental and DOT3 Bump Mapping
- Cube mapping
- Compressed textures
- automatic texture conversion, scaling, quantization, filtering, and caching
- Support for JPEG, PNG, PCX, IFF, LBM, TGA, and DDS
- High Level
- Shader constants are set up automatically by the engine before an object is rendered
- Shaders stored within object files
- Cg and DX9's HLSL
- Mesh Loading
- Import objects, textures, hierarchy, cameras, and keyframed animation
- Realtime soft skinning support with Character Studio exporter
- Occlusion Culling
- Bounding box visibility culling
- Octree subdivision for fast per polygon collision detection against arbitrary meshes
- Combine with BSP engine to go inside and underground buildings with no transitions
- Support for quake 3 BSP maps
- Keyframe Animation
- Animation Blending
- Time-based keyframing system with full playback controls and linear/bezier/TCB interpolation
- Supports characters with multiple layers, so you can switch clothing, weapons, and accessories
- Each layer has a unique particle system
- Animated morphing mesh support, using vertex shaders
- Supports 3DS, MD2, 3DS MAX Morph Targets, Biped animations (Character Studio 2 and 3), and Maya
- Heightfield based, fully deformable in real time
- Per pixel rippling bump mapped reflections on alpha blended water, static and dynamic soft shadows with color keying, multilayer moving skies using sky cubes and planes, detail textures.
- Supports both software and hardware T&L, using terrain patches and quadtree visibility
- Basic Physics
- Collision Detection Includes several methods of collision detection, including terrain, triangle, polytopes, rays, and planes.
- 2D Sound
- 3D Sound
- DirectSound Library - Wrapper library for DirectSound3D with support for Creative Labs EAX technology, attach sounds to 3D objects
- DirectMusic support
- CD Music Support
- MP3 Playing using DirectShow
- PRO Edit is the all in one tool for previewing content in the engine. It supports: applying effects directly to objects, building scenes, editing lights, testing character animation, and editing vertex and pixel shaders visually.
- Character Edit: Import animations and add scripted events, attach other objects to specific bones
- Landscape Studio: Create unique worlds from scratch, edit heightfield based geometry in 3D, control the terrain visually, WYSIWYG 3D interface, set up paths and events.
- Font Maker: Convert TrueType fonts to bitmaps for fast antialiased text output
- Archive Manager: Group large numbers of files together into a single archive that can be read by the engine.
|License Name||Price in $US||Source Code Included?||Additional information|
|License type: Lite|
|License type: Shareware|
|License type: Commercial|
|License type: Source code|
|License type: Unlimited source code|
This could be so much better
I found PR very easy to use. If it wasn't for the hideous support, it would be awesome. The creator just doesn't seem to care at all about the engine. There is no community whatsoever. So if you can't get the creator to help you, your stuck. Basically you figure out what you can and that's as far as you can go. There's no one to help on the forum and the creator may or may not respond. So many forum questions go unanswered, and don't expect any quick email response either. If you are within your license period, you may get a response in a few weeks or months, otherwise don't expect help. I will be leaving PR as soon as possible. It's hard to leave an engine once you're tied to it, but having a community and good support is so important, that I'm leaving anyway, no matter how much work I lose.
Warning for future buyers
Thanks to ChrisE for having substantially improved the download speeds of the customer's FTP :) This actually was my main grievance against this engine. Like I said, it comes with lots of examples, cool tools and the documentation is fairly detailed, especially those of Power Render 6. Sure, it takes some time to get used to (especially PR6 which now integrates AngelScript and Newton Physics SDK ...), but if you're used to reading game development books all the time as I do, then you can engage it with relative confidence.
I assessed other solutions in the past namely Cipher Game Engine and more recently the Dark Game SDK; but eventually, I keep having a preference for Power Render, it's a very complete package and updates pop in regularly. Cipher is dead obviously, dated and incomplete and relies exclusively on 3DS Max for 3D modeling. The Dark Game SDK is a good option for prototyping an idea quickly (I use it for this purpose btw) but the syntax of its rather enclosed API is ... weird, unprofessional. There's no documentation per se besides the straightforward API reference and the few example programs thrown in are everything but educational.
Now, I wish the the PR community would be more dense and active. Let's hope the new Power Render 6 changes that in the coming months.
A few things
If you need personal support you should be emailing firstname.lastname@example.org. The forums are for the community so you should not expect replies from the author on there (even though I do reply to many!).
Support has been difficult while the new engine has been in development for the past year and a half, however it will be better now that the engine is stable.
The servers were downgraded in the spring and are going to be upgraded to faster speeds again once the PR6 community grows. It doesn't make sense for us to pay a lot of money for fast servers when the new engine was still in beta and there were no new customers using it. Standard licensees also receive the latest engine on CD, so the FTP is just there in case you don't want to wait for it, and for getting smaller updates.
So in short, expect better support, a bigger community and faster servers in the future now that the engine is out of the beta phase.
Good all round engine
I have been using power render for a while now, and have to say the feature set in the newly release version 6 is excellent. For the low Shareware price, I beleive it to be one of the more powerful easy to use engines around.
New version has HDR, Newton Physics Integration, Normal & Parallax mapping, the list goes on.
I for one will definatly keep using this engine, especially if these cool new features keep coming.