| Visuals 
 + 3D objects with instancing
  
 
				+ Advanced lights and shadowsalpha objects with multiple render types and sorting skinning and bone hierarchytween (morph) targetsLOD based on distance from camera   
  
				+ Advanced material systemshadows using dynamic shadow volumes highly optimised, using stencil buffer soft shadows using postprocessing rendering per light - shadow is light occluder visibility detection quality reduction based on visibility of object point, spot and directional lights, part of hierarchy textured light projection  
  
				+ Animation system fully shader driven pipeline, custom shaders, legacy fixed pipeline also supported various material lighting properties detail textures static and dynamic cube maps normal/specular maps dynamic reflections and mirrors animated textures (with inbetween frames blending)video texturesquality reduction based on visibility of material library of per pixel shaders flexible user shaders support clothes (textures) changing media loader - jpg, bmp, tga, png, dds (as compressed textures - DXT1, DXT3, DXT5), tiff, wmv  
 		
				  + Advanced particle animation systemsupported animation types:- skeletal (bone) hierarchical animation
 - tween and facial animation
 - transformation animation
 
lipsync support using tween animations
animation layers with interpolations between any number of animations and animation types  programatic bone manipulation (i.e. head observing objects)  quality of animation based on distance from camera   
 		
				+ Eye candy	applicable on billboard or 3d object types alpha and color effects scaling and rotation spread, chaos, gravity, magnet various movement functionsLOD part of hierarchy (i.e. person can carry burning torch) various predefined geometric source objects or custom 3D mesh  
 
				+ Fullscreen postprocess effects	lens flares 	decals (planar or reproducing target's geometry)	decals as light occluders	fog animation system for changing weather and time of day 
 
				+ 2D graphics systemflexible shader systemlibrary of fullscreen shaders:- depth of field - glow
  - ambient occlusion
  - blur
 - color corrections
 - MLAA
 + more
 
  
 
				scale, rotation, crop and alpha effects virtual screen space, independent of actual screen resolutionautomatic UI rearrangement based on screen aspect ratioconnected with lighting system for 2.5D games, casting shadows using prerendered light masks video playbacktruetype text rendering subsystem- based on FreeType2 library
 - text outlines generation
 - text can have alpha or keycolor
 
screen capturing 
 Scene
 
 + Scenegraph
 
 	
				+ Physics optimized object hierarchy   
 	
				+ Camera system	rigidbody (can constist of base primitives, polyhedrons, height fields and triangle meshes) vehicles (any number of wheels, axis, clutches etc.) ragdoll (with variable animation strength application on each bone) various raycast optimizations   
 	
				+ Charactersfreely follows object (ability for 1st/3rd person) various interpolations part of object hierarchy multiple cameras using render targets used as materials for 3d or 2d objects, or rendering directly to defined viewport in back bufferhighly customizable using editor or scripting 
 	
				+ Advanced track systemfull featured actors using all game systems available (animations, pathfinding, physics...) various forms of controlling actors (from input controller, script AI, point and click etc.) 	highly customizable using editor or scripting  
 	
				+ Visibilitydefine tracks to create spline animation of object movement using hierarchy connections apply on any object (lights, 3d objects, cameras…) additional connected object property animation  
 	
				+ Moving object system multi stage system:- Portal system
 - Occluder system
 - Octree
 frustum culling  
 	
					for game dynamics controlled from script  
 General systems
 
 + Scripting language
  
 	
				+ User datamicrothread based  highly documented and reliable  connected with engine using robust API everything can be done in script - from particular UI to RPG system to controls of any kind of game  remote script debugging using TCP/IP - breakpoints, threads, stacks, variable watches etc.  
 	
				+ Pathfindinguser defined data types connected to any game object  sort of information database approach  editable from game editor - for totally data driven scripts 
 	
				+ DitectInput controllerspath finding on pregenerated 2D map with dynamic actors and obstacles actors dynamically steering avoiding each other and other dynamic obstacles  
 	
				+ Statisticscontrollers abstraction  force feedback  
 	
				+ Savegame systemresources usage  profiler  object counters system states snapshot, complete rendered frame log 
 	
				+ Text databaseproprietary, very small format, compressed  active screen thumbnails  save compatibility across versions 
 	
				+ Resource memory systemserver based  every text is in database  ingame multi language support  server based localisation with governance of recency supports concurrent localisations, even still during developmentsupports opendocument export/import  
 	
				+ Resource file systemautomatically managing memory - reducing disk access  leaving data in memory until it is full, then releasing least used resources  can be reloaded any time during gameplay/editing  
 	
				+ Timingbig file containers  individual file compression based on its type and content  
 	
				using multiple customizable timers  any game object can be connected to any timercan be used to pause entire game except ingame menu, change speed of physics, slow down objects in particular area and so on  
 Sound system
 
 + Sound system
 
 	
				+ Reverb based environment effects2D and 3D sounds (cones and spheres) directional sounds streaming sounds/music doppler, pitch, pan, volume...Media loader - wav, ogg 
 	
				I3DL2 definition of environment areas, fluent transitions  
 Tools
 
 + Editor
  
 	
				+ IDE	tons of features  scene and materials editing  all game data comes through scene editor and outputs to ready to use scene/levelall settings and scene descriptions are output to easy to read text format  template/instance separation  include scenes and scripts for assets  customizable viewports  tool for object scattering across terrainundo/redo system    
 			
				+ Line compilerfor script editing, compiling and debugging full featured editor with syntax highlight & undo thread, stack, breakpoints, watches texts browser with text validation tools 
 			
				+ Publishercompiler - data and script compiler, creating big resource file(s), automatic patch generation text system tool - export, import, local texts update resource file packer plugin for total commander  
 			
				+ Exportersautomatic creation of game builds with installation, autorun and eventually localisation kit  
 			
				+ Documentation3D Studio MAX exporterMAYA exporter 
 			
				WIKI media used for all documentations and tutorials, offline version in CHM availableDoxygen and CHM used for engine source code documentation  |               |