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Ace3D Light Engine 1.0

Ace3D Light Engine 1.0

Ace3D Light uses DirectX 7, what allows it to run practically on all computers including the ones with integrated graphic card. DirectX 7 is the part of all Microsoft operational systems starting from Windows 2000/ME, that is why user doesn't have to install any additional software or drivers.

Ace3D Light is a complete 3D engine and uses the advantages of hardware graphics acceleration (including TnL) that allows it to display about 100.000 polygons in a frame even using outdated graphic accelerators.

FeatureTechnology
Renderer
Configurable rendering pipeline with vertex shaders analog for DirectX7 and fallbacks for older hardware. Ability to adjust in realtime Advanced rendering pipeline
Dynamic lighting with specular from direct, omni and spot lights Fixed-function pipeline
Static lighting with vertex color and lightmaps Vertex and texture baking
Caustic effects Additive Texture Blending
Additive and alpha blending Alpha Texture Blending
Dust, fog, light shafts, steam Material System
Environment-mapped reflections by mask Environment mapping
LOD system for geometry and textures Importance driven visualization
Alpha blended grass and trees Order independent transparency
Sprite rendering Billboarding
Texture blending for landscapes Landscape rendering
Materials System
Complete support of fixed operations Multi-texturing, multi-pass rendering, stencil buffer and others
Opportunity to create alternative rendering paths for a great range of videocards Multiple rendering techniques
Analogue of vertex shaders for DirectX 7 Software vertex processing
Setting and preview of materials in 3ds max. Support of parameters animation 3ds max preview pipeline
Dynamic material assigning Dynamic material assigning
Scene Graph
Any object including lights, meshes, bones, particles can be attached to each other Hierarchical scene graph
Visible distance intervals for nodes LOD system
Per-node light influence control Advanced Light Finding
Hidden surface removal for indoor and outdoor scenes Portals, KDTrees and Frustum Culling
Intersect and Line of sight queries Scene Graph Traversal
Ability to attach game specific logic to any node in the scene Game Integration
Ability to attach collision objects to nodes Collision System Integration
Animation System
Animated textures Frame-by-frame animation
Texture coordinate animation Texture Transformation
Character animation: hierarchical animation blending with autonormalization, procedural animation Skeletal animation
Any object or light source animation using splines with dynamic splines blending Path constrained motion controller
Other Features
One-click game assembling Automatic game assembling
Multilingual support Unicode
All engine formats are optimized for Internet games distribution Data Compression
Particle Systems

Powerful and extensible particle systems featuring:

  • Emitters to objects association
  • Billboard and geometric particles
  • Particles as emitters (trails, fireworks, chaining, etc)
  • Collision response
  • Forces (wind, gravity, magnetic field), bubble motion
  • Easy to extend by adding new affectors, states, transitions, shapes and deflectors
  • In-Game Editor integration
3ds Max and Content Pipeline

3ds Max is fully integrated into content pipeline featuring:

  • Export of 3D scenes from 3ds Max including:
    • Geometry (up to 8 texture channels, color of vertexes and weight of bones)
    • Sources of color
    • Parameters of materials
    • Splines
    • Groups of objects
    • Any types of animations (including bone animation and movement by spline)
    • Geometry for collisions
  • Additional plug-ins allow to set any game objects and assign them to the scene objects. In such a way a level may be completely built in 3ds Max and game objects set in interactive mode during the game run.
  • All the materials are displayed in the same way they will be displayed in the game.
  • Due to this one doesn't need to develop game editor what substantially reduces the cost of development and time-to-market.
In-Game Editor

Ace3D Light includes integrated editor which enables to modify a game directly during the game run. The use of this editor results in the considerable reduction of time-to-market cycle - as there is no need anymore to restart the game in order to view the changes made.

In-game editor features:

  • Automatic serialization of objects (including game objects) to .xml format and the own binary format. There is no necessity for a programmer to write a code of serialization and interaction with game editor – the code is generated automatically. The opportunity to add support of own formats
  • Review and modification of properties of any objects (engine objects and game objects)
  • Call of object methods
  • Creation, deletion, copying and pasting of objects and their links
  • Automatic save of changes made
  • Special mode of debug visualization
  • Special mode of interface editing