- Games are being optimized to be digitally distributed (many strong audio/video/code compression algorithms integrated).
- Common game logic, but different assets quality and effects for each platforms.
- Optimized for certain types of games [please inquiry].
- Wii [finished, in-testing, ready to release in end of Q2]
- PC [finished, in-testing, ready to release in end of Q2]
- Xbox360 [in-dev, ready to release in Q3]
- PSP [early state, ready to release in Q3/Q4]
- Currently it's being used to prototype first internal production based.
- With end of Q2 there are plans to start first Work-for-hire production based on Cross Engine.
- Currently there are no plans to release Cross Engine as a middleware on any platforms.
Overall
- Robust cross-platform engine supporting Xbox360, Wii, PC, PSP, Nintendo DS, iPhone, and more!
- Full hardware abstraction
- Fully automated assets flow - just hit one button to see Maya model in the game!
- Designed in the spirit of pattern oriented programming for easy extensibility
Network distribution
- Efficient assets compression
- Network data streaming
- Compressions of the game code
- Music formats that supports both bank-based and recorded playback
Scene
- Hierarchical scene graph representation
- Portal based culling algorithm for interior scene representation
- Automatic occlussion culling, level-of-detail and transparent data streaming allowing creating almost unlimited game worlds!
- Support for high-level scripting language
Animation
- Dynamic skeletal animation system with real-time sequence blending
- Support for mo-cap pose matching
- Footskates minimalisation
Rendering
- Powerful rendering of high detail models
- Platform-dependent rendering strategy for even more efficiency, still being transparent for end-user
- Flexible material system allowing adding custom effect
- Build-in effects: bump mapping, parallax mapping, fur, etc.
- Post-processing effects
- Particle system
- Dynamic lighting, including phong, oryan-nayer, lambert illumination models
- Static and dynamic shadowing based on light maps and shadow mapping
- Environment mapping
- Realistic water
Physics
- Cutting-edge technology provided by industry leading Bullet Physics engine
- Supports various shape types: Convex Polyhedron, Box, Sphere, Cone, Cylinder, Capsule, Static Triangle Mesh, Heightfield
- Discrete Collision Detection for Rigid Body Simulation:
- Persistent Manifold, with contact point reduction
- Collision Results can also be used for AI/Triggers/Character Control
- GJK based general convex collision detection
- Single Queries:
- Closest Point/Normal/Distance
- Penetration Depth estimation
- Ray Cast
- Linear Cast / Swept Collision Test
- Experimental Continuous Collision Detection/Time of Impact (incl. Rotation)
- Optimizations:
- Sweep and Prune Broadphase
- Bounding Volume Hierarchy for Static Triangle Mesh (AABB tree)
- Allows re-use of graphics mesh, instead of duplicating (using index/stride)
Input
- Platform-independent input layer for easy and fast development
- Motion input processing for platforms such as Nintendo Wii, iPhone or PlayStation 3
- Build-in gesture recognition both for 3d accelerometers and 2d pointer devices
Artificial Intelligence
- Motion planner based on the behaviour trees
- User experience adapting AI system
Tools/Editors
- What You See Is What You Play game editor
- Visual editor of AI behaviours
- Gesture patterns editor
- Exporting tools for most common graphical applications
Technical
- Built-in multilevel loggers, profilers and leak tracers
- Custom memory allocation model
- Platform-independent interface for math library, internally optimized for each platform
- Highly optimized containers for specific platforms
Audio
- Realtime DSP effects
- 3D audio
- 2D audio for portable platforms and bigger efficiency
- Easy to use sounds and in-game music manager