CryEngine
CONCEPT
The game engine that was used in the first Far Cry games, developed by Crytek. It was later succeeded by Cryengine 2


Features

* <span><span><span></span></span></span><span>CryEngine Sandbox: Is a real-time game editor offering "What you see is what you PLAY" feedback.</span>
  • <span><span><span></span></span></span><span>Renderer: integrates indoor and outdoor technology seamlessly. Offers rendering support for OpenGL and DirectX 8/9, Xbox using latest hardware features, PS2 and GameCube.</span>
  • <span><span></span></span><span>Physics System: supports character inverse kinematics, vehicles, rigid bodies, liquid, rag doll, cloth and soft body effects. The system is integrated with the game and tools.</span>
  • <span><span></span></span><span>Character Inverse Kinematics and Animation Blending: Allows a character model to have multiple animations while looking believable.</span>
  • <span><span></span></span><span>AI System: Enables team based AI and AI behaviors defined by scripts. Ability to create custom enemies and behaviors without touching the C code.</span>
  • <span><span></span></span><span>Interactive Dynamic Music System: Tracks and responds to the player's actions and situations and offers CD Quality playback in full 5.1 surround sound.</span>
  • <span><span></span></span><span>Environmental Audio and SFS Engine: Ability to accurately reproduce sounds from nature with seamless blending between environments and interior/exterior locations in Dolby Digital 5.1 audio. Includes EAX 2.0 audio support.</span>
  • <span><span></span></span><span>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.</span>
  • <span><span></span></span><span>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 shiny surfaces.</span>
  • <span><span></span></span><span>Terrain: Uses an advanced heightmap system and polygon reduction to create massive, realistic environments. The view distance can be up to 2 km when converted from game units.</span>
  • <span><span></span></span><span>Lighting and Shadows: A combination of precalculated, real time shadows, stencil shadows and lightmaps 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.</span>
  • <span><span></span></span><span>Fog: Includes volumetric, layer and view distance fogging to enhance atmosphere and tension.</span>
  • <span><span></span></span><span>Tools Integration: Objects and buildings created using 3ds Max or Maya are integrated within the game and editor.</span>
  • <span><span></span></span><span>Polybump: Standalone or fully integrated with other tools including 3ds max.</span>
  • <span><span></span></span><span>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.</span>
  • <span><span></span></span><span>Modularity: Entirely written in modular C , with comments, documentation and subdivisions into multiple DLLs.</span>