Codex Gamicus
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== Technology == ; [[High dynamic range rendering|HDR]] : High Dynamic Range System is 4 times faster than solutions used in other modern game engines. All pixels are computed in 128-bit (96-bit on [[ATI]]) and converted to the screen format. Also all the post processing effects are computed with full [[floating point]] precision. ; Soft particles : Improvement of the classical [[particle system]]. Instead of traditional 2D plane particles there are full 3D volumetric particles. The engine computes each screen pixel in 32 bit depth and uses it to create volumetric particles with many interesting 3D special effects. ; [[Displacement mapping]] : To create the best representation of detailed surfaces there are used real displacement mapping computed per pixel. This technique allows to put more details into the maps without additional triangles and using [[Ray tracing (graphics)|ray tracing]] to simulate displacement effect. With displacement mapping there can be simulated millions of triangles with [[Hidden surface determination|occlusion]] in real time. ; Projective lights : The engine supports two types of lights: standard with 2D texture and 360-degree-wide with [[cube mapping|cube-mapped]] texture. Each light can cast shadows and [[soft shadows]] with different resolutions. All the lights can be animated together with its colors, brightness, and other parameters. Each light can generate a '[[flare]]' effect. Lights can use HDR textures. ; Real-time lighting : The whole lighting system is computed in real-time. To improve artistic effect it is possible to use [[lightmap]]s. The amount of light for each screen pixel is computed using all the lights, refractions, and reflections and environmental CUBE lights. For each screen pixel the engine can calculate up to 5 specular effects and full diffuse lighting. CUBE lighting model calculates ambient, diffuse, and specular (with glossiness on [[pixel shader]] 3.0 and 4.0 cards). Lighting works even on triangles with several [[normal map]]s. With ambient light areas the engine can transmit light through the doors connecting two rooms. ; Alpha shadows : Destan technology supports shadows cast by objects with transparent textures; opaque texels don't cast shadows onto the surface. ; Water/glass effect : All the materials can be [[reflexive]] and [[refractive]] so there can be made many different kinds of glass, water etc. This effect can be used on 3D objects, particles, volumetric particles, and 2D images. ; [[Post processing]] : The engine has an advanced post-processing system allowing composing many different effects. All the effects are completely independent.
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