Unified per-pixel lighting system with dynamic soft shadows; Every object casts and receives shadows.
Point, spot, and directional lights.
Masked shadows for tree and plant effects.
Specular reflection and normal mapping.
Parallax mapping.
Fast instanced mesh rendering.
Dynamic visibility determination, requiring no pre-placed portals or compiling.
Hardware skinning for fast animation.
Bloom, depth-of-field, motion blur, and other post-processing effects.
Fast hardware particle effects.
Seamless transitions between indoor and outdoor areas.
Adjustable rendering viewports.
Support for ambient occlusion maps.
Render to any graphics context to create Windowed applications and tools.
Render to texture.
Lens flare effects.
Dynamic shader management chooses from thousands of variations and compiles requested shaders on-the-fly.
Open-ended materials and shader system.
Use existing shaders or add your own.
Optimized rendering pathways for Shader Model 4.0, with render fallbacks for older hardware.
Features can be scaled to accommodate older hardware.
Load textures from .dds, .png, .tga, .bmp, and .jpg files.
Meshes
Load .obj, .md3, and .gmf meshes, or create meshes from scratch.
Support for animated meshes with fast hardware skinning.
Create box, cylinder, sphere, cone, and plane primitives.
Support for arbitrary number of LOD versions.
Fast mesh rendering using GPU instancing, if available.
Terrain
Huge landscapes with up to 33 million triangles.
Dynamic lighting and self-shadowing terrain allow day/night cycles and weather effects.
Modify terrain in real time.
Vegetation layers can simulate millions of plants.
Alpha-blended tiling terrain.
Animation
Hardware skinning for fast animation.
Blend animations, or mix hard-coded actions or physics with animation.
Attach weapons or items to animated limbs.
Attach physics bodies to limbs for animated collision and locational damage.
Physics
Support for multi-core CPU acceleration.
Simulate thousands of rigid bodies.
Create complex machines with ball, hinge, corkscrew, slider, universal, and fixed joints.
Physics vehicles with any number and configuration of tires. (In progress)
Extremely fast solver, with far greater stability than any other physics engine on the market.
Collisions with polygon meshes, convex hulls, boxes, cylinders, cones, spheres, chamfer cylinders, and capsules, or compound collisions made up of any combination thereof.
Player controller simulates player movement while participating in complex physics interactions. (In progress)
Customizable collision system with support for any number and scheme of collision types and interactions.
Powered by Newton Archimedes®.
Audio
3D sound positioning, spatialization, and attenuation.
Load .wav and .ogg audio files.
EAX audio effects like reverb simulate different acoustic environments.
Seamless sound looping.
Programming
DLL version can be used with virtually any programming language.
Programmable in BlitzMax with a BMX module.
Procedural interface allows full access to all features while maintaining a simple and straightforward API.
Headers available for C++, C#, VB, and other languages.
Abstract file system with no pre-defined folder structure.
Load files from .zip packages directly into memory.