Introduction
Reflect Tools
Architecture
Tech Specs
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Technical
Specifications
Our technologies are run on PC only (DirectX
8.1 and 9.0).
Overview
To achieve all
the different elements in
Reflect, we divided the major technological needs into the following
categories:
- Foundations/Structure
- Movement
- Sound
- Vision
- Intelligence
- Network
Following is a
list of key development
points for each of these categories.
Foundations/Structure
- Stable System
Architecture.
- Modular design
ready to receive new
technologies.
- Multiple
platform common development system
Movement
- Variety of
vehicle simulations like car,
plane and helicopter.
- 4 independent
wheels, open and limited-slip
differential, ABS, anti-skidding.
- 3 types of car
transmission: front wheel
drive, rear wheel drive, integral.
- Different types
of suspension and steering
geometry.
- Tires and
brakes temperatures.
- Load transfer,
anti-roll bars.
- Aerodynamic
forces.
- Standard and
Turbo engines.
- Torque and
friction curves for the engine,
gear box.
- Steering wheel
and joystick force feedback.
- Different types
of surface friction
properties (tarmac, earth, grass, snow…).
- Collision with
different object types
(cube, plane, sphere, cylinder…).
- Dynamic
Interaction with cones/barriers
other moveable breakable objects.
- Objects mesh and
structure deformation.
Sound
- 3D spatial
sound (positioning, Doppler
effect, air absorption, directivity).
- Diverse motor
sounds for various vehicles/
RPM / acceleration/Gear Change.
- Collision sounds
(scraping/smashing
metal/wood/stone…).
- Wheel spins and
rolling sounds.
- Natural / Human
environment sounds.
- Audio CD , wave
and compressed audio file
playing.
Vision
- Level of Detail
for the world and its
objects.
- Fast real-time
occluding system.
- Real-time
per-pixel lighting and shadows for
moving objects.
- Pre-calculated
lighting and shadows for the
world and its objects (shadow maps, vertex colors).
- Spherical and
cubic Environment Mapping
(static and dynamic).
- Diffuse +
specular DOT3 and Environment
Bump Mapping.
- Flat, Gouraud,
or textured sky.
- Lens flare,
glare, and halos from light
sources.
- Fog
(solid/banks).
- Light
reflections on the ground, on wet
ground, on water.
- Complex
atmosphere shaders for fog, sky,
rainbows.
- 1D, 2D, and 3D
particle systems (smoke,
fire, diverse wheel discharge, etc.).
- Water, mud and
sand projections.
- Tire marks.
- Texture
animation.
- Object and
Camera animation.
- Smoke due to
wheel spins or wheel locking.
- Dirtying and
scraping of surfaces.
Intelligence
- Ideal trajectory
with automatic settings for
self-improvement.
- Avoidance of
obstacles.
- Overtaking.
- Different
driving characteristics and style
among auto-pilots.
Networking
- Encrypted online registration system.
- Online records system (best scores, best times).
- Online multi player game (with no need to configure router).
Interface
- Complete real
time custom windowing system
for high level interfaces.
- Complete suite
of real-time tools.
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