Scorched3D Development Team
- Gavin Camp (lead)
- David Beleznay
- Ben Phipps
- Joris Beugnies
- Pharc
- Cameron Smith
Technology
Lan Engine
- LAN and Internet play supported
- Ingame and stats decals for players
- Dedicated server model
- Servers can be browsed in game
- Servers register with a central site via web services
- Server performs game simulations for clients
- Client-side graphics simulation ensures minimal bandwith requirements
- Players can connect and disconnect at any time during game
- Players can chat during play
- Server side bots supported
- Threaded coms system
- Compressed coms
- Mods automatically checked and download from game server
Game Engine
- State machine based game engine.
- Discrete event based simulation engine. (ODE)
- Particle engine.
- 3DS Studio max and Milkshape mesh import (for tanks etc.).
- Real time tank mesh level of detail optimizations.
- Lens flares on light sources.
- OpenGL based menu and dialog system.
- Console to dynamically change game settings.
- Use of GL extensions including multi-texturing, cube maps, vertex array locking, fences and memory management.
- OpenGL state manager to eliminate unneeded state switches.
- Damped camera motion.
- Window manager based around state machine.
- Computer based AI for opponents (xml configurable).
- Real-time stats generation via mysql integration
- Weapons fully extendable via xml files
- New tank and weapon models can be imported
- Full support for different mods and modding
- 3D sound
- Ambient sounds
Terain Engine
- Truly randomly generated levels.
- Terrain can be altered in real-time.
- Diffrent tree types
- Moving breakers near the shore
- Terrain texture sets can be loaded for different terrains
- Terrain data stored in a height map.
- Terrain rendered using Real-time Optimally Adapting Meshes (ROAM).
- Terrain culled by subdivision and using real-time frustum culling.
- Dynamically generated or imported terrains.
- Dynamically generated lighting map with self shadows.
- Dynamically generated or imported texture map.
- Generated texture map takes height, slope and situation into account.
- Landscape, shadow and detail textures used on landscape.
- Texture mapped sky dome.
- Multiple moving sky layers.
- Sky dome shaded acording to time of day
- Sun drawn
- Real-time generated shadows for moving objects.
- Real-time generated water movement including projectile splashes.
- Real-time generated water reflections.
- Water changes opacity dependant on water depth.
- Water edges contains visible spray.
- Water textured using reflection map, water map and spray map.
- Water culled both by subdivision and height analysis.
- Weather effects including snow, rain and lightning
- BOID implementation for birds, fish etc...