Shark 3D
Website:
http://www.shark3d.com
Developer:
Spinor GmbH
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows, Linux, Xbox, Xbox360, PS2
Languages Written In:
C/C++, Java
Languages Supported:
C/C++, Java
Graphics APIs:
OpenGL, DirectX
Rating:
Not reviewed yet
- Overview
- User Reviews
Shark 3D development kit for computer games.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- Other Platform specific code and optimizations
- Fixed-function
- Stereo Rendering
- Render-to-Texture
- Fonts
- GUI
- All advanced rendering effects included in the engine SDK are implemented in separate, independent shader modules.
- Optimizing bandwidth by taking advantage of console specific data pathes.
- Optimizing bandwidth by storing vertex and index data in GPU memory or GPU accessable memory optimized for the particular platform.
- Environment Mapping
- Billboarding
- Particle System
- Sky
- Water
- Mirror Support for various mirroring effeects: reflections and refractions, static and mobile mirrors, transparent and opaque mirrors, including distortion effects in water.
Lighting
- Per-vertex
- Per-pixel
- Lightmapping
- Anisotropic
- A realtime light source may be a point light source or an extended light source generating soft shadows
- HDR (high dynamic range) rendering
Shadows
- Shadow Mapping
- Projected planar
- Shadow Volume
- Shader components for real-time full-scene shadowing
- All objects in the world can cast shadows on all objects, including self-shadowing
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- Volumetric
- Projected
- Procedural Video files on textures
Shaders
- Vertex
- Pixel
- High Level
- Provides a re-entrant modular shader system. This means that all rendering functionalities are completely moved into independent, decoupled shader component.
- Shader linking: depending on the available hardware, the shader components are linked together for optimal execution performance at runtime.
- Shader animation: Execution of specific shaders can be controlled dynamically.
Meshes
- Mesh Loading
- Skinning
- Platform specific mesh optimization. Optimize triangle and vertex ordering to take best advantage of vertex caching features of the particular hardware.
- The mesh preparation tool can import or precalculate LOD stages of a mesh
- Normal maps from highly detailed meshes
Scene Management
- General
- PVS
- LOD Shark is designed for both indoor and outdoor scenes.
Animation
- Forward Kinematics
- Keyframe Animation
- Skeletal Animation
- Morphing
- Facial Animation
- Animation Blending
- Fading and blending of bone-animations
- Manual joint control
- Allows a non-linear combination of several animations in real-time.
- Skeletons can have any number of attachment points, e.g. for weapons.
- The same bone-animation can be shared between different skeletons
- The universal object hierarchy system internally is optimized to automatically minimize calculations using several optimization techniques
Terrain
- Rendering
Physics
- Basic Physics
- Collision Detection
- Rigid Body
- Vehicle Physics
- Offers integrated and third-party physics solutions.
- Including constraints such as ball-and-socket, hinge and hinge-two, and "keep-vertical".
- Rigid body skeletons can drive mesh skinning for rendering
- Generic motors
- Computation time does not depend on number of objects in the level, but only on the number of active objects in the level.
- Efficient collision object pair detection in large levels
- Compact collision geometry storage
- A standard module automatically generates physics collision sound and friction sound
Networking
- Client-Server
- Peer-to-Peer
- Master Server
- Offers integrated and third-party networking solutions.
- Lag suppression by client controlled components
- Multiple 3d states can be synchronized via network
- Loading or creating many objects with minimized network traffic
- Easy high-level networking management (connection, player, level, etc.)
- Full control on byte-level
- Platform independent
Artificial Intelligence
- Scripted
Sound
- 2D Sound
- 3D Sound
- Streaming Sound
- Standard sound file formats include the WAV and ogg file formats
- Standard backends include: Console hardware, DirectSound3D, OpenAL.
- Sound sources are managed in a object space database
Tools & Editors
The Shark 3D editor is a flexible and open environment for configurating and manipulating engine components and properties. The integration and interaction with the engine and other tools provides optimal workflow for designers, artists and programmers.
Scripting
- Perch (proprietary scripting language)
- Perch is compiled into efficient bytecode
- Support for Java
- Full unicode support
- Supports Dynamic Resource Updates: scripts can be modified while the game is running.
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Unspecified | No | |
| Proprietary | Unspecified | Yes | |
Last edited Dec 06, 2011 at 10:42
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