Hey,
Sorry for the lack of updates regarding the engine. However, I have been working in secret on a feature that not only adds graphical power to the A7 engine, but provides the gaming industry in general with a new rendering technique. Once I finish writing my paper and obtaining a patent, I will release the Iridium Beta Engine.
For now I cannot disclose any details regarding the feature, but I will post movies and screenshots (no demos for security reasons).
The feature itself provides real-time (60fps+) Global Illumination to any rendered scene.
It also supports radiosity, color-bleeding, caustics, serial-reflection, and sub-surface scattering: all in real-time.
so far, the engine specs are as follows (I did need to cut a few features
):
-deferred architecture
-KD (3d) tree structure with shadow map and light frustrum culling
-ray traced specular reflection
-real-time multi-planar mirror integration
-Screen Space Ambient Occlusion
-Real-time Radiosity diffuse lighting
-Real-time ambient maps
-real-time specular maps
-emissive textures that emit light
-Ultra-High Dynamic Range Rendering with fullscreen tone-mapping
-high-quality bloom effect
-glare effect
-volumetric objects (light, water, etc)
-soft particles
-fullscreen alpha-blended refraction
-self-shadowing relief mapping and bump mapping
-"tree" mapping (uses a texture and VTF to apply wind to trees and plants variable texture "softness"
support for:
-dozens of lights per view
-spot lights, pointlights, ambient lights, directional lights, sphere lights, box lights, plane lights, complex lights (meshed based)
-several high-quality shadow mapping lights per view
-over 1 million polys without strain on framerate from lighting
I hope your as excited as I am! please join our forums!
-Michael H. Auerbach-