Difference between revisions of "XreaL:About"
(Created page with "== Overview == XreaL is a heavily improved Quake 3 Arena engine. It's bundled with new tools and a demo game that was never finished. == Features == * Modern OpenGL 3.2 renderer ...") |
(added category) |
||
(2 intermediate revisions by the same user not shown) | |||
Line 16: | Line 16: | ||
* Optional uniform lighting and shadowing model like in Doom 3 including globe mapping | * Optional uniform lighting and shadowing model like in Doom 3 including globe mapping | ||
* Supports almost all Quake 3, Enemy Territory and Doom 3 material shader keywords | * Supports almost all Quake 3, Enemy Territory and Doom 3 material shader keywords | ||
− | * [[Textures:Formats#TGA|TGA]], [[Textures:Formats#PNG|PNG], [[Textures:Formats#JPG|JPG] and [[Textures:Formats#DDS|DDS] format support for textures | + | * [[Textures:Formats#TGA|TGA]], [[Textures:Formats#PNG|PNG]], [[Textures:Formats#JPG|JPG]] and [[Textures:Formats#DDS|DDS]] format support for textures |
* Usage of frame buffer objects (FBO) to perform offscreen rendering effects | * Usage of frame buffer objects (FBO) to perform offscreen rendering effects | ||
* Improved TrueType font support that does not require external tools | * Improved TrueType font support that does not require external tools | ||
Line 25: | Line 25: | ||
* Support for Omni-bot | * Support for Omni-bot | ||
== Games/mods == | == Games/mods == | ||
− | * [[XreaL:Games] | + | * [[XreaL:Games|List]] |
+ | |||
+ | [[Category:XreaL]] |
Latest revision as of 07:23, 21 August 2011
Overview
XreaL is a heavily improved Quake 3 Arena engine. It's bundled with new tools and a demo game that was never finished.
Features
- Modern OpenGL 3.2 renderer with all deprecated OpenGL calls removed
- Clever usage of vertex buffer objects (VBO) to speed up rendering of everything
- Avoids geometry processing each frame using the CPU (worst bottleneck with the Q3A engine)
- Renders up to 500 000 - 1 000 000 polygons at 80 - 200 fps on current hardware (DX10 generation)
- Optional GPU occlusion culling (improved Coherent Hierarchy Culling) useful for rendering large city scenes
- Doom 3 .MD5mesh/.MD5anim skeletal model and animation support
- Unreal Actor X .PSK/.PSA skeletal model and animation support
- True 64 bit HDR lighting with adaptive tone mapping
- Advanced projective and omni-directional soft shadow mapping methods like EVSM
- Real-time sun lights with parallel-split shadow maps
- Optional deferred shading
- Relief mapping that can be enabled by materials
- Optional uniform lighting and shadowing model like in Doom 3 including globe mapping
- Supports almost all Quake 3, Enemy Territory and Doom 3 material shader keywords
- TGA, PNG, JPG and DDS format support for textures
- Usage of frame buffer objects (FBO) to perform offscreen rendering effects
- Improved TrueType font support that does not require external tools
- Linux 64-bit support
- Linux sound backend using SDL
- .avi recorder from ioquake3 including sound support
- Optimized collision detection routines
- Support for Omni-bot