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Graphics Engine

Our engine provides us with the graphics power needed to keep us at the forefront of games in aesthetics terms. The state-of-the-art technology we develop is coupled with visually stunning artwork to make the whole gaming experience more immersive.

In addition to being used in many of the effects mentioned here, advanced pixel and vertex shaders are used to create awe inspiring special effects. The Monumental Technology Suite engine will cope with patch models with any choice of tessellation level and standard polygonal mesh models. Any or all of these model types can be seamlessly assembled in the same scene to allow complete flexibility of choice. Procedural techniques allow massive and intricate landscapes to be created and stored in the minimum amount of space with minimal impact on texture memory. Again, the level of tessellation can be dynamically controlled to provide the right balance between visual quality and performance. Whatever the mix of types of character, artefact or landscape on the screen, the engine will act to keep a constant level of vertex density. In this way we can match up the overall level of detail of a scene with the power of each individual user’s hardware.

Graphic Features Summary
  • Full support for per-pixel bump and per-pixel specular mapping
  • Advanced use of pixel and vertex shaders techniques
  • Real-time Shadows
  • Environment and weather effects including dynamic rain, frost and snow
  • Advanced water effects including environment mapping and Fresnel effects
  • Sophisticated Particle effects
  • Full skeletal animation with advanced blending and layering effects
  • High level object occlusion
  • Full Level-Of-Detail (LOD) control over all aspects of the scene
  • Supports both patch & polygon models
  • Procedurally generated terrain

Full support for per-pixel bump and per-pixel specular mapping

Pixel correct rendering techniques that enhance every character and building displayed in the world, bringing visually stunning images to the computer screen.

Advanced use of pixel and vertex shader techniques

In addition to being used in many of the effects mentioned here, pixel and vertex shaders are used to create awe inspiring special effects such as water, fire and magic.

Real-time shadows

Advanced stencil buffer shadows are used to create truly immersive environments allowing the full potential of dynamic light sources to be visualised.

Environment and weather effects

Including dynamic rain-wet surfaces, frost and snow, plus Fresnel reflection effects for water features.

Sophisticated Particle effects

Pixel and vertex shaders are used to provide particle effects that are both powerful and flexible.

Full skeletal animation

The engine provides full skeletal animation with advanced tweening and layering (blending) effects. Integrated scripting within the visual effects system allows graphics artists and level designers to create the effects they want.

Full Level-Of-Detail (LOD)

Whatever the mix of types of character, artefact or landscape on the screen, the engine will act to keep a constant level of vertex density. In this way we can match up the overall level of detail of a scene with the power of each individual user’s hardware.

Patch and polygonal models

The Monumental Technology Suite engine will cope with patch models with any choice of tessella¬tion level and standard polygonal mesh models. Any or all of these model types can be seamlessly assembled in the same scene to allow complete flexibility of choice.

Procedurally Generated Terrain

Procedural techniques allow large and intricate landscapes to be created and stored in the minimum amount of space with minimal impact on texture memory. Again, the level of detail (tessellation) can be dynamically controlled to find the right balance between visual quality and framerate.

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