Newsgroup: it.comp.giochi.action
Titolo: [Lunghetto] CryEngine 2 Full Specifications

Spero non sia old....
CryEngine2 specifications
Crytek has just released CryEngine2 specifications. Here's the whole thing.
Real time editing, bump mapping, static lights, network system, integrated 
physics system, shaders, shadows and a dynamic music system are just some of 
the state of-the-art features the CryENGINET 2 offers.
The CryENGINET 2 comes complete with all of its internal tools and also 
includes the CryENGINE 2 Sandbox world editing system. Licensees receive 
full source code and documentation for the engine and tools. Support is 
provided directly from the R & D Team that continuously develops the engine 
and can arrange teaching workshops for your team to increase the learning 
process.
The engine supports all video and hardware currently on the market. New 
hardware support is constantly added as it becomes available.
CryENGINE Sandbox: Is a real-time game editor offering "What you see is what 
you PLAY" feedback.
Renderer: integrates indoor and outdoor technology seamlessly. Offers 
rendering support for DirectX 8/9/10, Xbox360, PS3
Physics System: supports vehicles, rigid bodies, liquid, rag doll, cloth and 
soft body effects. The system is integrated with the game and tools.
Animation System: Playback and blending between motion data (captured or key 
framed) combined with inverse kinematics (using biomechanical hints) and 
physical simulations. Special attention was applied to realistic human 
animation (e.g. adapting to uneven terrain, eye tracking, facial animation, 
leaning when running around corners, natural motion transitions).
AI System: Enables team based AI and AI behaviors defined by scripts. 
Ability to create custom enemies and behaviors without touching the C++ 
code.
Data-driven Sound System: Complex sounds can be easily created and offer 
innovative use and impression in studio quality in any available surround 
configuration. Multi-platform compatibility is guaranteed by FMOD's sound 
library.
Interactive Dynamic Music System: Improved playback of music tracks by an 
arbitrarily logic that can react on any game events and support the player 
to experience a movie-like sound track.
Environmental Audio: Achieve a dense sound impression by accurately 
reproduce sounds from nature with seamless blending between environments and 
their effects from interior/exterior locations.
Network Client and Server System: Manages all network connections for the 
multiplayer mode. It is a low-latency network system based on client/server 
architecture. The module was completely rewritten to accomplish the demands 
of next-generation multiplayer games.
Shaders: A script system used to combine textures in different ways to 
produce visual effects. Supports real time per-pixel lighting, bumpy 
reflections, refractions, volumetric glow effects, animated textures, 
transparent computer displays, windows, bullet holes, and shinny surfaces.
Terrain: Uses an advanced heightmap system and polygon reduction to create 
massive, realistic environments. The view distance can be up to 2km when 
converted from game units.
Voxel Object: Allows creating geometry a heightmap system wouldn't support 
to create cliffs, caves, canyons and alien shapes. Voxel editing is as easy 
as heightmap editing and fast in rendering.
Lighting and Shadows: A combination of precalculated properties with high 
quality real time shadows to produce a dynamic environment. Includes 
high-resolution, correct perspective, and volumetric smooth-shadow 
implementations for dramatic and realistic indoor shadowing. Supports 
advanced particles technology and any kind of volumetric lighting effects on 
particles.
Fog: Includes volumetric, layer and view distance fogging even with non 
homogeneous media to enhance atmosphere and tension.
Tools Integration: Objects and buildings created using 3ds maxT or Maya® are 
integrated within the game and editor.
Resource Compiler: Assets become compiled in the platform dependent format 
by the resource compiler. This allows to do global changes (e.g. mipmap 
computation, mesh stripification) depending on presets and platforms without 
scarifying loading time.
PolybumpT 2: Standalone or fully integrated with other tools including 3ds 
maxT. Creates a high quality surface description that allows very quick 
extraction of surface features normal maps in tangent-space or object-space, 
displacement maps, unoccluded area direction, accessibility and other 
properties.
Scripting system: Based on the popular LUA language. This easy to use system 
allows the setup and tweaking of weapons/game parameters, playing of sounds 
and loading of graphics without touching the C++ code.
Flow graph: The flow graph system allows the designers to code game logic 
without touching a line of code. Coding basically becomes connecting boxes 
and defining properties.
Modularity: Entirely written in modular C++, with comments, documentation 
and subdivisions into multiple DLLs.
Multi-threading: Support for multiprocessors improves multiplayer by 
reducing network latency and speeds up CPU computations in various areas.
64Bit: We support 32bit and 64bit OS to allow more memory being utilized.
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 Voxel Object
E questo pure aiuta non poco contro il vecchio sistema di terreni fatti con 
vertici/heightmap o peggio ancora mesh e BSP (oblivion)
Il resto pare roba standard (per il 2007, chiaro)
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Non essendovi le condizioni per lo sviluppo di forme di vita
intelligente, è più probabile che l'universo brulichi di
fondamentalisti religiosi (cit.) 

 Bingo ma DX8 in Crysis non ci credo manco se lo vedo.
ehehhehe, forte! In dx8 sarebbe davvero un altro gioco! E anche il miglior
engine che sia mai stato concepito!

 miglior engine che sia mai stato concepito!
Sostanzialmente con SM2.0 si puo' fare di tutto, ma le 8 a che si fermano? A 
SM1.4?


 fermano? A SM1.4?
Sě, credo fosse la 1.1 per le dx8.0 e la 1.4 per le dx8.1.
In effetti mi sembra impossibile che siano supportate.....