Tachyon Game Engine

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Website:
http://7thfactor.com/

Developer:
7thFACTOR Software

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows, Linux, Mac OS X, Xbox, Playstation, Xbox360, PS3, iOS

Languages Written In:
C/C++, Lua

Languages Supported:
C/C++

Graphics APIs:
OpenGL, DirectX

Rating:
Not reviewed yet

Editor:
00000000000000000000000000000000 nekitu

The Tachyon 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.

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

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

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

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)

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

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)

Texturing

  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Volumetric
  • Projected
  • Procedural image loading supporting DDS,JPG,PNG,BMP,TGA and more

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

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

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)

Shaders

  • Vertex
  • Pixel
  • High Level
  • Supports HLSL
  • central shader library
  • shader fallback system

Licensing

License Name Price in $US Source Code Included?
Proprietary Unspecified Yes
Full sources, full rights to modify
Proprietary Unspecified No
Binaries
Proprietary Unspecified No
Other types of licensing can be discussed per client

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Last edited Mar 05, 2014 at 15:11