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features.txt
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174 lines (163 loc) · 4.59 KB
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------------
Feature list
------------
General:
* Hot reloading
* Networking (UDP/TCP)
* Frame profiler
* Logger
* JSON parsing
* Multithreading
* Atomics
* Dynamic library loading
* Job system
* Input: keyboard, mouse
* Custom testing library
* Virtual memory access
* String interning
* BVH
* custom archieve format (pak file)
* compression
* virtual file system
Custom math:
* vectors
* matrices
* quaternions
* rectangles
Custom data structures:
* stretchy buffer
* hashmap (32 & 64 bit)
* static hashmap (32 & 64 bit)
Custom cpu memory allocators:
* pool allocator
* single/double stack allocators
* temporary allocator
Custom build system:
* support for hot reloading
* fast compilation
* cross platform (win32, linux, macos)
* python based
Custom UI:
* immediate mode
* basic widgets
* tabs
* windows
* treenodes & collapsing headers
Entity-Component System (Data oriented design):
* Inverse Kinematics
* Humanoid rig
* Scripting (C)
* Animations
* Skinning
* Meshes
* Cameras
* Lights
* Materials
* Rigid body
* Environment Probes
* Force Fields
Low level graphics:
* Metal 3.0 renderer
* Vulkan renderer
* Bitmap & SDF font rendering (True Type)
* 2D/3D debug drawing system
* Instanced rendering
Custom gpu allocators:
* device local buddy allocator
* device local dedicated allocator
* host cached dedicated allocator
* host uncached dedicated allocator
Reference Renderer:
* Physics based rendering
- Metallic workflow
- Clear coat
- Anisotropic lighting
- Cloth/fabric/sheen Shading
- Emissivity
- Iridescence
- Transmission
- Volume Transmission
- Diffuse Transmission
- Dispersion
* Normal mapping
* Edge outline (Jump flood with compute shaders)
* Pixel perfect picking
* Directional lights + cascaded shadow maps
* Point lights + cubemap shadows
* Spot lights + shadows
* Soft shadows (PCF)
* Deferred (light volumes) + forward rendering
* Reversed Z-buffer
* Vertex skinning (compute shaders)
* Panorama to cubemap calculations (compute shaders)
* Environment filtering (compute shaders)
* Parallax-corrected environment maps
* Dynamic environment mapping
* Cube map reflections (static and real time)
* Tonemapping (ACES, Reinhard, etc.)
* Gamma correct, HDR rendering
* gltf model loading
* stl model loading
* grid renderer
* bloom
* linear & exponential fog
Wishlist:
* Morph target animation (with sparse accessor)
* Animated texturing
* Displacement mapping
* Parallax occlusion mapping
* Real time planar reflections
* Refractions (screen space, blurred)
* Interactive Water
* Motion Blur
* Lens Flare
* Light shafts
* Bokeh Depth of Field
* Chromatic aberration
* Multithreaded rendering
* Tessellation (silhouette smoothing, displacement mapping)
* GPU-based particles (emit from point, mesh, animated mesh)
* Soft particles
* Hair particle systems (grass/vegetation)
* FXAA
* TAA (Temporal Antialiasing)
* Supersampling
* Physics: soft body, ragdoll
* 3D Audio
* Input: controller (rawinput, xinput), touch
* Controller feedback (vibration, LED)
* Screen Space Ambient Occlusion (SSAO, HBAO, MSAO)
* Stochastic Screen Space Reflections
* Color Grading
* Sharpen filter
* Eye adaption
* Impostor system
* Tiled forward (Forward+) rendering (+2.5D culling)
* Occlusion culling with gpu queries
* Tiled decals
* GPU Frame Profiler
* Voxel Global Illumination
* Force Fields GPU simulation
* Particle - Depth Buffer collisions
* Ocean simulation (FFT)
* Translucent colored shadows
* Refraction caustics
* Volumetric light scattering
* Smooth Particle Hydrodynamics (SPH) Fluid Simulation
* Ray tracing, path tracing (on GPU)
* Lightmap baking (with GPU path tracing)
* Springs, Colliders
* Variable Rate Shading
* Real time ray tracing: ambient occlusion, shadows, reflections (DXR and Vulkan raytracing)
* Screen Space Contact Shadows
* Stochastic alphatest transparency
* Surfel GI
* HDR display output
* Dynamic Diffuse Global Illumination (DDGI)
* Procedural terrain generator
* Virtual textures
* Animation retargeting
* Video decoding: H264
* 3D path finding
* Screen Space Global Illumination (SSGI)
* Texture streaming