Phoenix Engine
last updated on October 11, 2011
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The Phoenix Engine is our first large-scale game engine. We began with using Direct3D9/OpenGL 2.0 with fixed-function pipeline support as the base. We quickly upgraded it to a programmable pipeline, which we fully utilize throughout the rendering process. We have also expanded the base to include Direct3D10/11 and OpenGL 3.0 support.
The Phoenix Engine currently utilizes the following technologies:
- APIs: OpenGL 3.x, Direct3D 9/10/11
- Instancing support
- Resource Manager based on Red-Black tree
- Shader Manager (w/ Material Manager)
- Octree
- Terrain Engine
- Object Loading (.3ds)
- View-Frustum Culling
- Deferred Lighting
- Deferred Shading
- Instancing
- Supported Types: Point, Spot, Directional, Area
- Deferred Shadow mapping : SSM, PCF, Poisson (w/ PSSM), DFSM (w/PSSM)
- Area Lights support texture projecting
- Fully Dynamic
- Normal
- Parallax
- Parallax Occlusion
- Particles
- Heat Haze
- *Glass Refractions
- Fog Volumes (Box, Ellipsoid)
- Volumetric Clouds
- Procedural Sky
- Water Reflection/Refraction
- Quad-tree LOD
- Geomippmapping (4x4 sectors)
- View-Frustum Culling
- Global Fog
- High Dynamic Range Lighting (w/ Blue Shift)
- Depth of Field
We are actively trying to expand that list even further. Below are a couple of screenshots from our must recent build. For more up to date information on the Phoenix Engine, please see our blog.
