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When I decided it was time to work out a better engine, a couple of years ago, I imagined it could be used for my Animation Master's Degree Thesis project.
This is why I named it Psyche.
At that time I was exploring multi-thread programming as well as NVidia PhysX API.
I planned to build a fully modular system based upon a multi-thread architecture and capable to run both on Linux and Windows.
I didn't want to spend too much time in writing things I had already done, so I used SDL for rendering context, NVidia PhysX for physics,
AGAR for the GUI system and I reused several parts from the last engine Zenith.
Psyche engine current features are:
- Multi-platform: Linux and Windows
- Multi-thread architecture (Core threads: Render, Physics, Animation, AI, Application Logic, Synchrnoziation Thread)
- NVidia PhysX integration
- AGAR GUI System integration
- Object Oriented: using resource management systems
- GLSL shading language integration
- Bone Animation System
- Ragdoll Subsystem
- Shadow Mapping
- HDR texture and rendering
- 3DStudio Max 9.0 exporter support
- C3D motion capture data conversion system
- Image filtering system mainly used for post-processing effects
- XML Logger system
- Math engine
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Psyche HDR Rendering
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