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Thursday, January 26, 2012

Gamestudio/A8

The engine is the core of the development system - it determines the rendering of 3D objects or virtual worlds. Gamestudio's A8 engine was developed in 2010 and is one of the fastest and most robust engines available. Its Adaptive Binary Tree scene manager switches seamlessly from indoor to outdoor sceneries and supports up to 200,000 objects per scene. The light manager generates an unlimited number of static and dynamic shadow-throwing light sources. Programmers can add new engine functions with the included Source Development Kit. The simple and straigthforward C-style API allows painless access to the engine from external development systems under C++, C#, or Delphi.

The A8 engine is designed to support a wide range of hardware and software. Gamestudio applications run fast and stable even on old PCs, without requiring the end user to update the 3D hardware or DirectX version. Still, Gamestudio is regularly updated in order to support the newest 3D features. Free engine updates are released about every six weeks.


Rendering engine
Adaptive Binary Tree (ABT) scene manager, up to 200,000 entities per scene
Binary Space Partitioning (BSP) / Potential Visibility Set (PVS) / Render Portals (Pro Edition)
Indoor and outdoor support, seamless LOD terrain renderer
Light manager for unlimited point and spot light sources
Static and dynamic shadow mapping, decal, stencil, and PSSM shadows
Fog areas, Camera portals, reflections and mirrors
Geometric LOD, detail textures, texture compression
Softskin models with multiple shaders; bones, vertex, and morph animation
Animated sprites and decals
Material properties for static and dynamic objects
Multiple cameras and render views, multiple monitors, widescreen support 

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