Phoenix Engine

last updated on October 11, 2011

Phoenix Engine

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.

Screenshot 1 Screenshot 2