The HighOmega (TM) engine is our own in-house engine and is coded from the ground-up. The only third party APIs used are SDL (for cross-platform input/windowing), OpenGL, OpenCL and OpenAL. This engine will be the prime candidate for the development of our future titles. The current features of the engine are listed in the following pages. However, the engine is a work in progress and is continuously improving.
Fully multi-threaded design. Rendering, Physics and Entities-processing are done on separate threads.
Engine designed with flawless memory management. No memory leaks. Ever.
Fully cross-platform design. Can be compiled for Windows, Mac OS X,GNU/Linux or FreeBSD.
Runs on SSE4-optimized internal math engine.
Adaptive HW-accelerated Tessellation and height-map-based Vertex Displacement Mapping
Texture factor maps representing per-texel opacity,screen-space/envrionment-mapped reflections and refractions
Bloom maps for per-texel custom bloom
Fresnel-weighted reflections and refractions on water and glass coupled with z-feathering
alpha-or-additive blending for geometry with z-feathering support
Stencil map based texture splatting ideal for terrain rendering
Dynamically updated outdoor environment maps
Smart-Screen-Space Perspective Cubic Shadow Maps with texture projection (Stained Glasses)
Smart-Screen-Space Orthographic Cascaded Shadow Maps (for sun or moonlight) with texture projection (Stained Glasses)
Physically-based lighting with Cook-Torrance and Ward Anisotropic lighting models accompanied by roughness maps
Deferred shading pipeline with support for both area lights and shadow-and-color-projection-enabled point/spot lights
Support for interpolated per-vertex or flat per-face normals