TECHNOLOGY
Typhoon is written in C++ and Lua. It uses a new component-based entity system
with support for multiple scenes, entity hierarchies, prefabricated entities and components, inheritance, properties for editing and serialization.
The main components are programmed in C++ and exposed to Lua. Scripts are written exclusively in Lua and control the
application logic.
The rendering technology features standard, advanced and innovative effects. It is based on the DirectX 9 API and the shader model 3.0.
The engine uses state-of-the-art techniques for the rendering of sky, terrains, water and underwater environments. It
includes also a physics engine, a sound engine, a character animation engine and an AI steering library.
Learn about the water technology…
See what's under development…
FEATURES
Core
- Component-based entity system
- C++ - Lua interoperability
- Virtual file system
- Data compression and encryption
- Console system
- XML serialization
Rendering
- Material system based on shader model 3
- HDR pipeline
- Support for multiple cameras and viewports
- Reflections (planar and omni)
- Refractions
- Image filters
- Bumpmapping, parallax mapping
Lightning
- Deferred direct lightning
- Deferred volumetric lightning
- Support for directional, point, spot, ortho, SH lights
- Cascaded shadowmapping
- Deferred shadowing
- Dynamic sky lightning
- Light shafts
Water
- Procedural, deferred animation of waves (linear and circular Gerstner waves)
- FFT-based animation of waves
- Reflections, refractions, Fresnel effects
- Real-time generation of caustics
- Underwater scattering
- Underwater volumetric godrays
- Smooth water line
- Smooth transition underwater
Terrain
- Flexible geometry synthesis
- Clipmap-based LOD system
- Deferred procedural texturing
Character animation engine
- Skeletal animations
- Animation blending controlled by scripts
- Procedural animations
Input
- Keyboard and mouse support
Physics engine (based on ODE)
- Collision detection
- Rigid body dynamics
- Picking (for editor)
- Buoyancy simulation
Sound engine (based on FMOD)
- 2D sounds
- 3D sound sources
- Multiple listeners
- Sound occluders
Particle engine
- Highly optimized and GPU friendly
- 2D and 3D particles
- Trail renderer
AI steering library
- Boids simulation
- Path following
- Obstacle avoidance