Andromeda Media Universe Specifications
Here is the long awaited features list for AMU Preview 1. "Preview 1" is our way of saying "closed beta, first test" since there will obviously be some continued work during this time in order to make it better prior to full launch.
This list will be long and will cover extensively everything we are cramming into the system as of this release. While the functionality may be built into the system, keep in mind that as of Preview 1 we may not have enabled it for use. This list is merely to explain what the system can actually do when everything is enabled (which will probably be during RC1)
Platform Independant
From the beginning it was our intention to allow Andromeda Media Universe to run cross platform in order to maximize the compatibility and versatility.
- Windows 98, ME, NT 4, 2000, XP, XP64, Vista (32 & 64)
- Linux
- MacOS (Intel & PowerPC)
- Sun Solaris/SPARC
Sound Sub-System
Plays Multiple File Formats
.WAV, .OGG, .MOD, .XM, .IT, .S3M, .MID, etc
Buffered & Streamed Audio Playback in 2D and 3D
- Fast 3D audio on low end hardware: Because some low end audio hardware is not able to play 3D sounds without significant performance loss or do not support 3d audio buffers at all, the system has a high performance 3d sound buffer emulator built-in, causing a sound experience nearly as it was a real 3d sound buffer.
- Multiple rolloff models: supports linear as well as logarithmic rolloff.
Built In Audio Effects (DirectSound 8 Only)
In addition to the doppler effect for 3D sounds, the system currently supports the following sound effects, both for 3D and 2D sounds when using DirectSound 8 or higher:
- Chorus
- Compressor
- Distortion
- Echo
- Flanger
- Gargle
- Interactive 3D Audio Level 2 reverberation
- Parametric Equalizer effects
- Waves Reverb
Platform Independent
Sound subsystem runs on several operating system including Windows 95, 98, NT, 2000, XP, Vista, Linux, Mac OS X (Intel as well as Power PC). This is to ensure that most features listed here will be available on all platforms.
High Level Resource Management and Auto detection
Just tell it to play a sound file, and it will load, cache and/or stream sound data for you automatically, depending on what is best for performance and memory usage.
Graphics Capabilities
Graphics Modes Support
Direct3D 8.1
Direct3D 9.0
Direct3D 10 (coming soon)
OpenGL 2.0
Software Renderer [Speed]
Software Renderer [Detail]
Built In Capabilities
Bump Mapping
Parallax Mapping
Transparent Objects (And Shadows)
Light Mapping
Customizable Particle System
Sphere Mapping
Texture Animation
Skyboxes
Fog
Web on Prim
Materials & Shaders
To be able to create realistic environments quickly, there are lots of common built in materials available in the system. Some materials are based on the fixed function pipeline (light mapped geometry for example) and some are relying on the programmable pipline (normal mapped/parallax per pixel lighted materials for example) todays 3d hardware is offering. It is possible to mix these both types of materials in a scene without problems and when using a material which needs features the hardware is not able to do, the engine provides fall back materials. However, if the built in materials are not enough, it is possible to add new materials to the system at runtime, without the need of modifying/recompiling the engine. Current supported shader languages for this are:
- Pixel and Vertex Shaders 1.1 to 3.0
- ARB Fragment and Vertex Programs
- HLSL
- GLSL
Supported Graphics Formats
- Adobe Photoshop (.psd)
- JPEG File Interchange Format (.jpg)
- Portable Network Graphics (.png)
- Truevision Targa (.tga)
- Windows Bitmap (.bmp)
- Zsoft Paintbrush (.pcx)
- Graphics Interchange Format (GIF)
- etc...
Dynamic Texture Format (HyperTextures)
A procedural texture is a computer generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal, stone, and others.
Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions. These functions are used as a numerical representation of the “randomness” found in everything that surrounds us.