• Windows Vista(SP2+Platform Update), Windows 7(SP1), windows 8.
  • Oculus Rift Support (virtual reality gaming has never been this good).
  • No need for the directx SDK.
  • All the freedom provided by the engine being released in the form of a DLL.
  • A powerful easy to understand library of functions to handle the lower level coding.
  • C++ as the native language. Visual studio or Visual Studio Express is the desired IDE to develop on.
  • 80 tutorial examples to get you started on everything from creating an FPS camera to post process effects, vertex manipulation, Shader use through to cloth and fluids all the way to networking.
  • Fully integrated rendering, networking and physics, based on dx 11, RakNet and PhysX by nVidia.
  • No need of engine specific world editor. Though you can build your own ontop of the engine if so desired or use the integrated AntTweakBar to create tools for use with the engine,
  • 2D, 3D and streaming audio (.ogg, .wav).
  • Built In shader library, No need to code any shaders.
  • Control whether the app is launched in full screen or windowed mode.
  • LibVLC used to play video files (no nee to deploy any codec on target system).

3D Rendering

  • Shader Library (Shader model 5.0 hlsl)
  • .md5mesh, md5anim file format for mesh and skinned (bone based) meshes.
  • Custom binary mesh format for fast loading of mesh and animation data.
  • Hardware instancing (Impostors) allowing for fast rending clones of a master mesh or skinned mesh.
  • Skeletal animation control and animation set blending for fluid character movement.
  • Retrieve or control bone data runtime such as locations and orientations.
  • Design your own camera. FPS, TPS, RTS even orthogonal.
  • Split screen cameras horizontal or vertical including post processing effects in both.
  • Directional, point or spot lighting.
  • Compute shader based particle.
  • Vertex morphing or manipulation.
  • Textures are all classed as free in that, via shaders, can be shared among all meshes in the scene as they are loading in separately.
  • A vast array of methods exist for casting shadows into the scene.
  • Mesh/Skinned mesh mouse picking.
  • Play video on 3D meshes.
  • Realtime reflections based on cubic environment mapping or planar method.
  • Sub-Surface Scattering
  • Tessellation and Tessellation Displacement

2D Rendering

  • True type font (.ttf) for printing data to the screen. Loading and unloading of fonts on the destination computer.
  • Sprite positioning, rotation, scale and even animation (sprite sheet based).
  • Dialogue, open, save and message boxes (windowed mode).


  • 2d textures.
  • Cube maps.
  • Volume textures.
  • Render to texture.
  • Cubic environment maps.
  • Video played as texture.

Post Process

  • Pixel motion blur.
  • Depth of field (bokeh).
  • blur
  • God Rays.
  • Glow.
  • Shadow Mapping (cascade (directional, point, spot).
  • HBAO.
  • Color Grading.
  • Cartoon.
  • HDR.
  • Lens Flares.


  • Directional Shadow mapping.
  • Point Shadow mapping.
  • Spot Shadow mapping.
  • Alpha Texture Shadow Mapping.
  • Cascade shadow maps.
  • Debug visuals to view shadow map areas.
  • Soft Shadows.


  • Sound format used is .wav or .ogg
  • 2D Sound Effects.
  • 3D Sound Effects.
  • 2D or 3D Streaming Audio via Wave Bank files (.xwb) (up to 20 streams can be played at once).
  • Doppler effects.
  • Reverb effect for 3D Sounds.
  • Pause the sound engine.


  • Keyboard.
  • Mouse.
  • Helper function for things like mouse looking, recording and setting mouse position, mouse wheel etc...
  • XBOX 360 controller support via XInput for up to 4 controllers. Also providing rumble effects to feel impacts in your games.
  • Helper functions to make using the controller a breeze.
  • Direct Input Devices support for upto 4 devices as well as force feedback effects.
  • Razer Hydra - PC Gaming Motion Sensing Controller,

NOTE: XInput and Direct Input can be used side by side or Direct Input can be excluded by changeing a value in the .ini file.


  • Play video Fullscreen.
  • Pause, play and stop video functions.
  • No need for codecs to be deployed on the destination computer to play.



  • Full integration of PhysX by nVidia.
  • Physx actors (rigid bodies):Box, Sphere, Capsule, convex shape (from .x file), multishape actors made up of a compund of the aforementioned rigid bodies, triangle mesh(static - from .md5mesh,.bin file or from mesh buffers for use as terrain or environments),
  • Standard joints or 6DOF (six degree of freedom) joints: Revolute, Fixed, Spherical, Prismatic, Cylindrical, Point on line, Point in plane, Pulley and Distance joints.
  • Joint motors.
  • Wheel object to use as basis for vehicles.
  • Cloth physics, realtime tearing, attach cloth to other Physx Actors (rigid bodies).
  • Soft Bodies.
  • Force Fields to produce vortex or wind tornado effects.
  • Character controllers (capsule or box type) for twitch control with rock solid collision checking. The character controllers can change their extents runtime making navigating you environment a breeze for things such as crouching or going prone.
  • Ray casting of physx actors.
  • Pause the physx engine.
  • A simple, easy to use collision filtering system to control what objects can collide with what.
  • return collision point locations and normal directions.
  • Use physx actor to become trigger zones with one line of code.
  • physx actor can also be used as drains to control the limit of fluid particle being injected into the game world.
  • Debug visuals for all physx actor types also able to cast shadows with shadow mapping.
  • Rag dolls and other jointed objects like rope or mattresses.
  • Physx Actors (rigid bodies) can be in any one of 3 states, Dynamic, kinematic and static.
  • Deforming mesh effects based on impacts between rigid bodies.
  • Inflatable Effects such a tires on a car or balloon etc...


  • Powerful Math functions.
  • Functions to dynamically retrieve or set core engine behavior such as device resolution support features etc...
  • Straight forward functions to provide easy to read code while managing all the complex lower level code internally.


  • Easy to use GUI built into the engine to make it a breeze to create simple editing tools to help speed up development.
  • Can be enabled or disable completely by setting a value in the .ini file.
  • edit a vast array of parameters such as color, floats, ints, vectors and quaternions.


  • Straightforward methods to keep synched user data running on different connected computers.
  • (wrapper for) RakNet (.dll) server/client based networking supporting LAN and Internet connections.
  • Virtually unlimited number of players. You decide the amount of data to synchronize or share, thus allowing for extreme optimization and massive multiplayer games.
  • UDP Protocol.