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The engine uses a full per pixel lighting model, with diffuse and specular bumpmapping. To this end, OpenGL 2.0 is used, enabling the integration of many vertex and fragment shaders. Since all lighting is done on a per light bases, almost any lighting model can be implemented.
In order to create true dynamic shadows, stencil shadowing is used. This technique first used by ID Software's Doom3 enables highly dramatic lighting, with an unprecedented level of control. Lights can be moved, their color changed, attenuated and flared. All geometry in the game casts correct shadows, including moving players and projectiles. Even doors block light like in the real world, enabling startling scenarios and stunning effects.
Shadow-mapping is not supported because it requires too much memory and a high bandwidth.
Since multiple-rendertarget capable hardware is more common these days, an almost unlimited amount of post processing effects can be created. This is clearly demonstrated by a glow pass, which renders the glow of small ambient lights. The glow intensity of the texture can even be controlled on a per pixel bases, resulting in a TRON 2.0 like effect. New effects are easily written into new shaders and added to the scene. Some examples are blur, specular bloom and motion blur.
High triangle static models are imported through the LWO, OBJ formats. Animated models are supported through MD5. All triangle meshes are properly shadowed and lighted in real-time.
When creating a multi-platform engine, one of the most difficult tasks at hand is the tool creation. A good engine has a solid multi-platform editor. Therefore, in Existence 2.0 the editor is build into the engine, directly available after the press of a button. Changes made in the editor are reflected in the game itself, with proper shadow casting.