HighOmega v2.0 Features

HighOmega v2 Logo
HighOmega v2 Logo

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.

 

 

System:
  1. Fully multi-threaded design. Rendering, Physics and Entities-processing are done on separate threads.
  2. Engine designed with flawless memory management. No memory leaks. Ever.
  3. Fully cross-platform design. Can be compiled for Windows, Mac OS X,GNU/Linux or FreeBSD.
  4. Runs on SSE4-optimized internal math engine.
Rendering Capabilities:
  1. Adaptive HW-accelerated Tessellation and height-map-based Vertex Displacement Mapping
  2. Texture factor maps representing per-texel opacity,screen-space/envrionment-mapped reflections and refractions
  3. Bloom maps for per-texel custom bloom
  4. Fresnel-weighted reflections and refractions on water and glass coupled with z-feathering
  5. alpha-or-additive blending for geometry with z-feathering support
  6. Stencil map based texture splatting ideal for terrain rendering
  7. Dynamically updated outdoor environment maps
  8. Smart-Screen-Space Perspective Cubic Shadow Maps with texture projection (Stained Glasses)
  9. Smart-Screen-Space Orthographic Cascaded Shadow Maps (for sun or moonlight) with texture projection (Stained Glasses)
  10. Physically-based lighting with Cook-Torrance and Ward Anisotropic lighting models accompanied by roughness maps
  11. Deferred shading pipeline with support for both area lights and shadow-and-color-projection-enabled point/spot lights
  12. Support for interpolated per-vertex or flat per-face normals
  13. Per-pixel world-space normal mapping
  14. Smooth Hi-Definition Screen-Space Ambient Occlusion
  15. Sparse-voxel-based Real-time Dynamic Global Illumination
  16. 3D height-based water effects with modeled splashes
  17. Particle system supporting debris, glass shards, sparks, leaves, flower petals, shell casings ejected from weapons and wood splinters
  18. Realistic fire animation
  19. Texturized Volumetric Lights
  20. Texturized Volumetric Sun Lights (affected by sun’s direction and lighting color)
  21. Screen-Space Crepuscular Rays using Volumetric Scattering for outdoors
  22. High Dynamic Range Lighting (Bloom and Tone Mapping)
  23. High Dynamic Range Refraction, Screen-space Reflection and Environment maps
  24. Sky simulation using Rayleigh and Mie scattering
  25. 3D SkyBoxes with distant haze
  26. Screen-space haze and distortions
  27. Realistic lens flare
  28. Real-time color grading
  29. Inclusion of environment details in screen-space reflection, refraction and environment maps
  30. First-person Camera, Per-Object and Per-Limb Motion Blur
  31. Depth of field with gradual adjustment of circle of confusion
  32. Hardware-skinned animations with parametric blending support for mixing animations from multiple sources
  33. Subsurface scattering and translucency
  34. Propietary 3D format for 4-weight-per-vertex animated and static-and-indexed geometry. Exporter available for Blender 2.62.
  35. Near-full support for the Truevision TGA format (24/32bit,RLE/RAW)
  36. Per-pixel fog
  37. Underwater blurring and accurate caustics effects
  38. MJPEG encoder and HW-accelerated decoder using OpenGL PBOs and GLSL
  39. GPU-cached animated textures
  40. GPU-cached geometry for static, animated and rigid-body meshes
  41. Frustum and Software Occlusion Culling
  42. Heavy use of and support for offscreen rendering
  43. Camera-rail system with Blender camera paths and set-up integration
  44. Built-in optimized FXAA2 implementation
  45. Modern UI design and text rendering
Fluid Simulations:
  1. Real-time OpenCL-backed 3D semi-Lagrangian Navier-Stokes Simulator
  2. Utilizes Vorticity Confinement for accurate detailed simulations
  3. 3D Cube-map Rendering used for fluid display
Physics:
  1. Own physics engine (Fiz-X) coded from ground-up
  2. Sequential-Impulse based multi-rigid body dynamics simulator
  3. Buoyancy simulations using Buoyancy bobbies, fluid friction and stabilizing springs.
  4. Per-texture surface friction
  5. Spring-based stable cloth and pressure-based soft-body simulations with easy cloth and soft-body design within Blender
  6. Idealized-contact based joints and ragdolls with error-correction
  7. Artist-controlled destructible environments (such as breaking walls or glass)
  8. Player physics capable of smoothly handling static/dynamic physical environment
  9. Object freezing for efficient simulation
  10. Basic weapon, inventory and ballistic system (for now)
Experimental CGI Renderer:
  1. Integrated Brigade-style OpenCL-backed uni-directional real-time path-tracer
  2. Utilizing Morton-code based BVHs for efficient handling of complex scenes
  3. Accurate resolution of the original Fresnel equations for di-electric materials
  4. Per-object adjustable indices of refraction
  5. Per-object adjustable surface roughness
  6. Support for the total internal reflection phenomenon
  7. Support for bilinearly filtered textures
  8. Support for animated textures during camera motion
Second Experimental CGI Renderer:
  1. Integrated sparse-voxel hybrid path-tracer (Rasterized G-buffers combined with path-tracing against voxels)
  2. Support for importance sampling against bi-directional roughness maps
  3. Support for normal maps
  4. Support for emissive surfaces