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Sharky Extreme :





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- Private Eye Editorials
- The Buyer's Guide
- Weekly Downloads
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- Sharkbait Game

How does the WXP 3D engine stand up to the current crop of 3D engines such as the Quake2 and Unreal engines?

Well first off the WXP Engine is a Z-buffer renderer as opposed to a BSP renderer. We are focusing mainly on organic outdoor environments where the player can see far off into the distance in any direction, so the more traditional BSP style renderers available for licensing were limiting. The best part of our engine is its flexibility: we can go seamlessly from outdoor to the more traditional indoor environments with ease. We support all of the features players have come to expect from a AAA title with some really cool new features like our seamless bones-driven character animation system. The screen shots will speak for themselves.
What sort of unique features and capabilities will your proprietary engine have? Any snazzy special effects that you'd care to comment on?

We are doing really cool things with our character engine that will allow us to shoot creatures in different parts of their bodies, such as the shoulder, and have the character respond accordingly. Its based on the idea that the skeleton inside of a creature controls the flesh. Imagine shooting a creature in the head, the bone that controls the head snaps back causing the shoulder bones to rotate which in turn affect the arm bones and so on. This animation is then blended with the original characters animation, such as a run cycle or shoot sequence. The end result is an extremely believable animation that is different every time.

Key features of the WXP Engine include:

- Single mesh bones deformation animation system
- Full export plug-in implementation for high-end 3D modeling packages
- Real-time 3D scene/gameplay editor utilizing 1st person viewport
- Simple yet elegant event scripting system

WXP ENGINE DETAILS

Operates under Direct3D: The rendering engine complies with Microsoft DirectX 6 and the Direct3D API.
Vertex lighting: Each vertex has an RGB color value associated with it within the model file. Therefore, all geometry can be "pre-lit" and rendered without any lights.
Vertex transparency: Each vertex may also have a transparency value associated with it to provide vertex-level transparency.
Dynamic colored lighting: As a dynamic light moves through the scene, it will affect the vertex color value of the vertices closest to it, thus illuminating the area.
Smooth/Gouraud shading: Capable of drawing smooth-shaded polygons as well as flat-shaded polygons.
Texture Transparency: Texture maps support 8 bits of alpha transparency.
Material Transparency: Geometry supports material-level transparency.
Multi-Texturing: Object materials may contain a variety of texture maps with different mapping attributes for diffuse, bump, detail, reflection, shadow, and other multitexture effects.
Animated textures: Multi-frame textures allow for cycling to produce the illusion of motion for special effects such as fire, smoke, etc.
Animated texture UV coordinates: Allows textures to be offset (x and y), rotated, and scaled over time.
Fog: Fog is available to hide the far clipping plane, and is specified by providing near and far fog planes, within which the fog increases from 0% to 100%.
Particle Effects: Particle generators can spawn texture-mapped billboards and points utilizing a variety of effect parameters.
Hierarchical Animation: Translate, rotate, scale, and visibility.
Single-mesh Deformation Animation: Characters and props can be animated with bones for seamless, single-mesh animations.
MIP Map texture management: Four levels of MIP mapping.
Bi-linear texture filtering: All textures filtered using bi-linear interpolation to minimize texel jaggedness as the camera approaches a textured object. Anisotropic filtering also available.
Hardware Geometry Setup: The engine takes advantage of 3D hardware’s ability to process triangle strips and fans to accelerate vertex throughput.

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