phoenixengine

Phoenix Engine

The Phoenix Engine is our first large-scale game engine. We began with using Direct3D9/OpenGL 2.0 with fixed-function pipeline support as the base. We quickly upgraded it to a programmable pipeline, which we fully utilize throughout the rendering process. We have also expanded the base to include Direct3D10/11 and OpenGL 3.0 support.

The Phoenix Engine currently utilizes the following technologies:

General
  • APIs: OpenGL 3.x, Direct3D 9/10/11
  • Instancing support
  • Resource Manager based on Red-Black tree
  • Shader Manager (w/ Material Manager)
Scene Management
  • Octree
  • Terrain Engine
  • Object Loading (.3ds)
  • View-Frustum Culling
Rendering
  • Deferred Lighting
  • Deferred Shading
  • Instancing
Bumpmapping
  • Normal
  • Parallax
  • Parallax Occlusion
Effects
  • Particles
  • Heat Haze
  • *Glass Refractions
Environment
  • Fog Volumes (Box, Ellipsoid)
  • Volumetric Clouds
  • Procedural Sky
  • Water Reflection/Refraction
Terrain
  • Quad-tree LOD
  • Geomippmapping (4x4 sectors)
  • View-Frustum Culling
Post Processing
  • Global Fog
  • High Dynamic Range Lighting (w/ Blue Shift)
  • Depth of Field

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