1. #11
    sebastianaalton's Avatar Trials Developer
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    10. Screen space ambient occlusion
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  2. #12
    sebastianaalton's Avatar Trials Developer
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    11. Character and object animation

    Our engine supports wide array of different animation techniques. All object properties can be animated dynamically or by using stored keyframe animation. Single animation data can be used with different bone layouts (in Warhammer 40K Squad Command many completely different units used the same animation keyframes) and unlimited amount of animations can be blended together (with user defined blend weights). Our animation tools compress the animation keyframes using advanced compression methods (reducing the data size on average to less than one percent of the original uncompressed size).

    Skinning and other vertex based animation is completely shader accelerated.
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  3. #13
    sebastianaalton's Avatar Trials Developer
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    [UNDER CONSTRUCTION]
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  4. #14
    sebastianaalton's Avatar Trials Developer
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    This technical document is still under construction. I will add the rest of the topics during this and next week. If you find any typos or mistakes or would like to have a more specified description of some technology, please post in this thread or PM me.
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