Power Render 6 (commercial)
Posted: Thu Nov 01, 2007 4:40 pm
[url=\"http://www.powerrender.com/2008/pr6_index.shtml\"]Power Render 6[/url] is a realtime 3D game and rendering engine designed for developers using Microsoft Visual C++ and DirectX 9. It can be used for any type of application which requires 3D acceleration. **[url=\"http://www.powerrender.com/2008/pr7_index.shtml\"]Power Render 7[/url] is in BETA at time of posting.
*NEW* Borland C++ support: Power Render 6.8 is now compatible with Borland C++ 2006. This is available to source code licenses only. If your company needs DirectX9 3D rendering in a VCL form we have a complete solution for you.
The engine consists of the following components:
* Engine API - For programming your application, libraries and DLL's for MSVC
* API Examples - Approximately 50 examples of common rendering techniques and algorithms such as terrain, shaders, point sprites, shadow generation, and other aspects of the engine such as audio and input handling
* Example Content - Example meshes, shaders, textures, give you something to work with right away
* Mesh Exporters and Importers - For importing content from digital content creation applications such as 3DS Max, Maya, and Lightwave
* World Editor - For placing instances of meshes and setting their properties, editing terrain, control of atmospheric effects like clouds, water and fog
* Model previewer - For viewing meshes and characters within the engine, changing material and texture properties, writing and testing shaders, and conversion to our proprietary file format.
* Character Editor - For building characters from motion captured, keyframed or tweened source data.
* Archive Manager - For bundling files together in our proprietary package format
* BSP Converter - For converting BSP based levels for use in Power Render
* Font Maker - For turning TrueType fonts into bitmap based fonts
* Vertical Cross to CubeMap - For converting HDR environments stored in the vertical cross layout to DDS cubemaps
* Ragdoll Editor - For building and testing ragdoll physics with skinned characters
Power Render can be used in a wide variety of fields for any kind of hardware accelerated 3D visualization:
Game Development
Use the engine as the framework for your next game development title. Once your employees become familiar with the engine and tools, they can reuse it for future products across any game genre.
Education and Research
Teach your students the concepts of computer graphics using the same technology used in the real world, on the PC platform. Use the engine to prototype and visualize new algorithms, develop new shaders or rendering techniques rapidly.
Several institutions are already using Power Render within their courses.
Architectural Visualization
Export scenes from modeling tools such as 3DS Max, Maya, or Lightwave and explore them in realtime.
Military Simulation
Landscape Studio lets you visualize battlefield or flight simulator combat scenerios, giving you complete control over the elevation and obstacles involved.
Character Animation
Export characters from 3DS Max with Character Studio, or Maya and interactive with them in realtime using our API.
Features
Core
* Newly designed object oriented C++ API
* Uses STL for resource management
* Library technical reference created with doxygen
* Automatic management and cleanup of important engine resources
* Built in console and engine variables
* DirectX 9 support
* Optimized Hardware transformation and lighting support
* Custom software transformation and lighting code for platform independent purposes
* Directional, Point, Spot, and Infinite lights
* Fast view frustum bounding box culling
* Custom File System with the ability to store your data in a custom file format
* Proprietary archive format, or use .ZIP files for packaging data files
* High resolution timer and code section profiling tools
* Fast selection of meshes using bounding box and exact triangle intersection tests, with either a single ray or rectangular region
Third Party Libraries
* AngelScript by Andreas Jönsson (Open Source)
* OpenEXR by Industrial Light and Magic (Open Source)
* LibJPG (Open Source)
* LibPNG (Open Source)
* zLib (Open Source)
* CG by Nvidia
Mesh Formats:
* Proprietary PRO format for storing meshes and keyframe animation
* Proprietary CHR format for storing all forms of character animation
* Proprietary DAT archive format for storing multiple files in one archive
* Proprietary LSL format for storing levels
* BMP, DDS, HDR, JPG, OpenEXR, PCX, PNG, TGA loaders, with full code (does not use DirectX image load functions)
* Wav file loader for sounds
* Import from 3DS, LWO, LWS, MDL, MD2, .X
* ShapeBuilder routines for creating meshes from scratch, or built in common primitives like boxes, spheres and cylinders useful for physics simulations
Image Formats:
* Custom image loading and saving routines (all source code provided, does not rely on DirectX libraries)
* PCX, TGA, BMP, DDS, EXR, HDR, JPG, PNG
Rendering:
* Billboard and point sprite based particle systems
* Dynamic stencil shadow generation for static and animated characters
* Control mipmapping, texture filtering and antialiasing
* High Dynamic Range rendering with support for OpenEXR and HDR image formats
* Meshes optimized for cache coherence at runtime
* Multiple monitor output
* Motion blur and glow effects
* Scissor testing
* Depth buffering
* Depth sorting for alpha blended primitives
* Shadow maps
* Projected shadows
* Line Lists
* Lens Flares
Materials:
* Diffuse and specular, EMBM properties
* Prebuilt rendering state blocks for common materials
* EMBM, DOT3, Normal mapping, and Parallax bump mapping support
* Link materials for multipass effects using different shaders and vertex formats
* Control environment mapping and culling modes
* Control render states directly inside a material, such as texture wrapping, texture stage blending, z compare, alpha compare, alpha blending, z writes, etc
Level Rendering
* Fast Terrain Rendering engine with texture splatting or a single texture, quadtree visibility culling
* Alter terrain on the fly with textures that changes according to height, using realtime splatting
* Paint roads and other features directly on terrain
* Terrain decals for rendering scorch marks or other large detailed textures over terrain
* Scrolling textures for water or lava
* BSP Rendering Engine with PVS/Lightmapping, dynamic lights and collision detection
* Atmospheric effects like fog, clouds, sky (box and sphere), reflective water
Level Editor
* WYSIWYG editor for terrains and BSP based levels
* Seamless indoor and outdoor rendering of BSP buildings and terrain
* Raise or lower heightfields using brush strokes in realtime
* Paint roads and other features on terrain using texture splatting
* Generate terrain textures with baked on shadows from heightfields
* Edit entity properties and user definable data
* Edit camera and AI paths
Character Animation
* Character Animation engine using keyframes, tweening, or skinned meshes using bones
* Import model animations from 3DS, MDL, MD2, 3DS Max with Character Studio, or Maya bones, or Lightwave scenes
* Blend between motions for seamless character animation
* Attach models to bones to make characters hold weapons and other items
* Animate via custom bone transformations in addition to keyframed animations
* Optimized vertex shaders for tweening and skinning (using matrix palettes)
User Interface
* 2D User interface classes with a complete desktop-like environment with dragable windows
* Bitmaps
* Boxes
* Check boxes
* Combo boxes
* Line
* List box
* 3D mouse cursor
* Sliders
* Text
* Windows
* Desktop
Scripting
* C++ like scripting language (Angel Script) for game logic or even write an entire program
Physics
* Integrated rigid body physics (Newton)
* Spheres, Boxes, Cylinders, Capsules, Cones, Chamfer cylinders, Convex hulls
* Several types of joints
* Collision against static level meshes
* Collision against deformable terrain
* Collision against BSP including curved surfaces
* Ragdoll physics with skinned characters
* Ragdoll editor for adjusting primitives, mass, angle limits and other parameters
* Water buoyancy
Shaders
* Supports ALL shader models including SM3
* Assembly, CG, or HLSL shader support
* .FX shader file support
Collision Detection
* Octree collision detection for general polygon soups (ie models exported from 3DS Max)
* BSP collision for levels
* Geometric polytope based collision detection and ray intersection tests
Audio
* 3D Sound
* DirectSound
* DirectMusic
* MP3
* CD Music
* EAX support
Media
* Movie playing (all formats) for cut scenes, or displaying on textures
Frameworks
* Screensaver example
* Winamp Plugin example
* MFC example with floating dockbars
* Xbox1 and PC application frameworks
Licensing (as of Nov. 1 2007)
Don't miss out on this amazing deal! Power Render 6 is a commercial quality 3D engine and normally we license the source code to companies for $5500. A lot of work has gone into this engine but at this price we feel that not many people have a chance to see it. We would like to have a LOT MORE people using and sharing content for the engine. We would like you to help participate and build this community. [b]In this special promotion the first 500 developers can buy the engine with full source code (that's 300,000++ lines of stable DirectX9 C++ code, previously used in several commercial titles) for ONLY $100! At time of posting, this offer was still available. [/b]
*NEW* Borland C++ support: Power Render 6.8 is now compatible with Borland C++ 2006. This is available to source code licenses only. If your company needs DirectX9 3D rendering in a VCL form we have a complete solution for you.
The engine consists of the following components:
* Engine API - For programming your application, libraries and DLL's for MSVC
* API Examples - Approximately 50 examples of common rendering techniques and algorithms such as terrain, shaders, point sprites, shadow generation, and other aspects of the engine such as audio and input handling
* Example Content - Example meshes, shaders, textures, give you something to work with right away
* Mesh Exporters and Importers - For importing content from digital content creation applications such as 3DS Max, Maya, and Lightwave
* World Editor - For placing instances of meshes and setting their properties, editing terrain, control of atmospheric effects like clouds, water and fog
* Model previewer - For viewing meshes and characters within the engine, changing material and texture properties, writing and testing shaders, and conversion to our proprietary file format.
* Character Editor - For building characters from motion captured, keyframed or tweened source data.
* Archive Manager - For bundling files together in our proprietary package format
* BSP Converter - For converting BSP based levels for use in Power Render
* Font Maker - For turning TrueType fonts into bitmap based fonts
* Vertical Cross to CubeMap - For converting HDR environments stored in the vertical cross layout to DDS cubemaps
* Ragdoll Editor - For building and testing ragdoll physics with skinned characters
Power Render can be used in a wide variety of fields for any kind of hardware accelerated 3D visualization:
Game Development
Use the engine as the framework for your next game development title. Once your employees become familiar with the engine and tools, they can reuse it for future products across any game genre.
Education and Research
Teach your students the concepts of computer graphics using the same technology used in the real world, on the PC platform. Use the engine to prototype and visualize new algorithms, develop new shaders or rendering techniques rapidly.
Several institutions are already using Power Render within their courses.
Architectural Visualization
Export scenes from modeling tools such as 3DS Max, Maya, or Lightwave and explore them in realtime.
Military Simulation
Landscape Studio lets you visualize battlefield or flight simulator combat scenerios, giving you complete control over the elevation and obstacles involved.
Character Animation
Export characters from 3DS Max with Character Studio, or Maya and interactive with them in realtime using our API.
Features
Core
* Newly designed object oriented C++ API
* Uses STL for resource management
* Library technical reference created with doxygen
* Automatic management and cleanup of important engine resources
* Built in console and engine variables
* DirectX 9 support
* Optimized Hardware transformation and lighting support
* Custom software transformation and lighting code for platform independent purposes
* Directional, Point, Spot, and Infinite lights
* Fast view frustum bounding box culling
* Custom File System with the ability to store your data in a custom file format
* Proprietary archive format, or use .ZIP files for packaging data files
* High resolution timer and code section profiling tools
* Fast selection of meshes using bounding box and exact triangle intersection tests, with either a single ray or rectangular region
Third Party Libraries
* AngelScript by Andreas Jönsson (Open Source)
* OpenEXR by Industrial Light and Magic (Open Source)
* LibJPG (Open Source)
* LibPNG (Open Source)
* zLib (Open Source)
* CG by Nvidia
Mesh Formats:
* Proprietary PRO format for storing meshes and keyframe animation
* Proprietary CHR format for storing all forms of character animation
* Proprietary DAT archive format for storing multiple files in one archive
* Proprietary LSL format for storing levels
* BMP, DDS, HDR, JPG, OpenEXR, PCX, PNG, TGA loaders, with full code (does not use DirectX image load functions)
* Wav file loader for sounds
* Import from 3DS, LWO, LWS, MDL, MD2, .X
* ShapeBuilder routines for creating meshes from scratch, or built in common primitives like boxes, spheres and cylinders useful for physics simulations
Image Formats:
* Custom image loading and saving routines (all source code provided, does not rely on DirectX libraries)
* PCX, TGA, BMP, DDS, EXR, HDR, JPG, PNG
Rendering:
* Billboard and point sprite based particle systems
* Dynamic stencil shadow generation for static and animated characters
* Control mipmapping, texture filtering and antialiasing
* High Dynamic Range rendering with support for OpenEXR and HDR image formats
* Meshes optimized for cache coherence at runtime
* Multiple monitor output
* Motion blur and glow effects
* Scissor testing
* Depth buffering
* Depth sorting for alpha blended primitives
* Shadow maps
* Projected shadows
* Line Lists
* Lens Flares
Materials:
* Diffuse and specular, EMBM properties
* Prebuilt rendering state blocks for common materials
* EMBM, DOT3, Normal mapping, and Parallax bump mapping support
* Link materials for multipass effects using different shaders and vertex formats
* Control environment mapping and culling modes
* Control render states directly inside a material, such as texture wrapping, texture stage blending, z compare, alpha compare, alpha blending, z writes, etc
Level Rendering
* Fast Terrain Rendering engine with texture splatting or a single texture, quadtree visibility culling
* Alter terrain on the fly with textures that changes according to height, using realtime splatting
* Paint roads and other features directly on terrain
* Terrain decals for rendering scorch marks or other large detailed textures over terrain
* Scrolling textures for water or lava
* BSP Rendering Engine with PVS/Lightmapping, dynamic lights and collision detection
* Atmospheric effects like fog, clouds, sky (box and sphere), reflective water
Level Editor
* WYSIWYG editor for terrains and BSP based levels
* Seamless indoor and outdoor rendering of BSP buildings and terrain
* Raise or lower heightfields using brush strokes in realtime
* Paint roads and other features on terrain using texture splatting
* Generate terrain textures with baked on shadows from heightfields
* Edit entity properties and user definable data
* Edit camera and AI paths
Character Animation
* Character Animation engine using keyframes, tweening, or skinned meshes using bones
* Import model animations from 3DS, MDL, MD2, 3DS Max with Character Studio, or Maya bones, or Lightwave scenes
* Blend between motions for seamless character animation
* Attach models to bones to make characters hold weapons and other items
* Animate via custom bone transformations in addition to keyframed animations
* Optimized vertex shaders for tweening and skinning (using matrix palettes)
User Interface
* 2D User interface classes with a complete desktop-like environment with dragable windows
* Bitmaps
* Boxes
* Check boxes
* Combo boxes
* Line
* List box
* 3D mouse cursor
* Sliders
* Text
* Windows
* Desktop
Scripting
* C++ like scripting language (Angel Script) for game logic or even write an entire program
Physics
* Integrated rigid body physics (Newton)
* Spheres, Boxes, Cylinders, Capsules, Cones, Chamfer cylinders, Convex hulls
* Several types of joints
* Collision against static level meshes
* Collision against deformable terrain
* Collision against BSP including curved surfaces
* Ragdoll physics with skinned characters
* Ragdoll editor for adjusting primitives, mass, angle limits and other parameters
* Water buoyancy
Shaders
* Supports ALL shader models including SM3
* Assembly, CG, or HLSL shader support
* .FX shader file support
Collision Detection
* Octree collision detection for general polygon soups (ie models exported from 3DS Max)
* BSP collision for levels
* Geometric polytope based collision detection and ray intersection tests
Audio
* 3D Sound
* DirectSound
* DirectMusic
* MP3
* CD Music
* EAX support
Media
* Movie playing (all formats) for cut scenes, or displaying on textures
Frameworks
* Screensaver example
* Winamp Plugin example
* MFC example with floating dockbars
* Xbox1 and PC application frameworks
Licensing (as of Nov. 1 2007)
Don't miss out on this amazing deal! Power Render 6 is a commercial quality 3D engine and normally we license the source code to companies for $5500. A lot of work has gone into this engine but at this price we feel that not many people have a chance to see it. We would like to have a LOT MORE people using and sharing content for the engine. We would like you to help participate and build this community. [b]In this special promotion the first 500 developers can buy the engine with full source code (that's 300,000++ lines of stable DirectX9 C++ code, previously used in several commercial titles) for ONLY $100! At time of posting, this offer was still available. [/b]