The Reality Engine is a next-generation toolset for developing games. Created by Artificial Studios.
- Built with DirectX 9.0 while fully scalable to DirectX7/8 generation hardware.
- Per-Pixel Lighting and shading with support for PS3.0, PS2.X, PS2.0 and PS1.1. Shading includes dynamic projection mapping, normal mapping, Phong specularity, per-pixel reflection mapping, refractions, virtual displacement (parallax) mapping, animated textures, mix/detail shaders, fabric, anisotropic scattering, water, and other configurable pixel & vertex shaders.
- Precomputed Radiance Transfer (aka "Realtime Radiosity") support, allowing for Real-Time Subsurface Scattering and Soft Shadowing.
- Unified dynamic world lighting and shadowing, including day/night cycles. Heavily optimized for maximum performance in huge, complex scenes.
- Hierarchical Per-pixel Occlusion Culling. No more portals, zones, vis-gen waiting times, or manual occluders. Occlusion is fully automatic.
- High-Dynamic Range Rendering Using Floating-point buffers, allowing for Tone Mapping, Exposure Adaption, and Blue Shift, for camera/eye perceptual rendering.
- Image Post-Processing (stackable) including Depth of Field, Night Vision, Motion Blur, Light Blooms, Volumetric Lighting, and non-photorealistic rendering.
- Open-ended world structure with full artist-driven and procedural Level-Of-Detail support, with LoD PRT.
- Modular rendering, input, & sound components via 'plugin' DLL architecture for cross-platform compatibility.
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