Glacier 2 Game Engine

Glacier 2 Game Engine


The new Glacier 2 Game Engine is a clean cut above its predecessor, Glacier 1 Game Engine. Because in comparison to the older engine which had been modified numerous times to fit the standard and demands at the time of the different game releases, Glacier 2 was built from scratch.
Built from the ground up Glacier 2 is IOI’s new game engine specifically designed with Hitman in mind. Glacier 2 will provide a platform whereby dense crowds of up to 1200 characters can be generated. While not only holding at a steady 30 FPS, these individual characters be influenced and interacted with by the players.

Features

General

  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Other
  • A math library - for fast vector calculations (will also include support for 3D-now and SIMD).
  • An extended polygon based math library - for things like clipping, inclusive polygons, polygon projection etc.
  • A zip file system - for easy access to zip-compressed files.
  • Robust object-oriented design
  • Very low memory footprint as needed for consoles
  • Localization module - standalone, web-based localizer, enabling concurrent construction of localization information from remote places
  • Debugging support - includes tools for profiling and various runtime feedback mechanisms
  • Fixed-function
  • Render-to-Texture
  • Fonts
  • GUI
  • Multiple cameras - for instance special cameras for zooming, sniper-scope effects as well as different strategies for a "virtual camera man".
  • Advanced 2D GUI API for user interfaces including common windowing controls. Uses 3D hardware for accelerated special effects.
  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Depth of Field
  • Motion Blur
  • Sky
  • Water
  • Fire
  • Explosion
  • Decals
  • Fog
  • Mirror
  • Splines
  • Patches
  • Lighting
  • Per-vertex
  • Per-pixel
  • Volumetric
  • Lightmapping
  • Pre-rendered lights and shadows for detailed and realistic backgrounds.
  • Real-time lights (including volumetric light) - light sources illuminate objects as they pass by.
  • Shadows
  • Shadow Mapping
  • Shadow Volume Real-time shadows - as objects move their shadows change accordingly
  • Texturing
  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Shaders
  • Pixel
  • High Level
  • Meshes
  • Mesh Loading
  • Skinning
  • Progressive
  • Scene Management
  • General
  • LOD Advanced culling algorithms for optimal performance
  • Animation
  • Inverse Kinematics
  • Keyframe Animation
  • Skeletal Animation
  • Animation Blending
  • Make realistic looking moving characters possible with and without any pre-stored animation.
  • Real-time inverse kinematics and animation blending - for lifelike movement.
  • Terrain
  • Rendering
  • CLOD
  • Physics
  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Advanced collision detection - precise at polygon level or a simpler level of detail if needed.
  • Advanced dynamics - real-time calculated cloth and hair on characters, plants, hanging bridges etc.
  • Rigid-body dynamics - makes possible realistic falling objects and rag-dolls
  • Networking
  • Client-Server Multiplayer support - both split-screen and net-based.
  • Artificial Intelligence
  • Pathfinding
  • Decision Making
  • Finite State Machines
  • Scripted hierarchical 3D path planner supporting teleports and special moves (climb over wall, through hole etc.) as well as dynamic obstacles/appearing holes.
  • Sound
  • 2D Sound
  • 3D Sound
  • Streaming Sound
  • 3D sound effects - includes occlusion, reverb/reflection effects through A3D/EAX APIs
  • Direct music support for interactive music - streaming sound is also supported.
  • Tools & Editors
  • Visual Scene Editor.
  • Visual scene player.
  • Plug-ins for 3DS MAX, Photoshop and ProTools (the plug-ins).
  • The basic workflow supported by the Glacier components consists of producing primitives in commercial geometry editor, texture editors and sound tools like 3DS MAX, Photoshop and Protools, building the sce
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