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	<title>Dark Omen Games &#187; Anarchy</title>
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		<title>Anarchy Engine &#8211; It&#8217;s Coming&#8230;</title>
		<link>http://darkomengames.co.uk/?p=63</link>
		<comments>http://darkomengames.co.uk/?p=63#comments</comments>
		<pubDate>Fri, 13 Feb 2009 09:24:13 +0000</pubDate>
		<dc:creator>daphydthebard</dc:creator>
				<category><![CDATA[Anarchy]]></category>

		<guid isPermaLink="false">http://mquandt.com/dog/?p=63</guid>
		<description><![CDATA[Well&#8230;. It&#8217;s been a long time since I&#8217;ve posted anything on any of the DOG blogs or forums, and that&#8217;s mostly because I&#8217;ve been hard at work on the Anarchy Engine. I thought I would just drop a quick update on the progress of this project. Basically, the Anarchy Engine is currently in it&#8217;s 3rd [...]]]></description>
			<content:encoded><![CDATA[<p>Well&#8230;.</p>
<p>It&#8217;s been a long time since I&#8217;ve posted anything on any of the DOG blogs or forums, and that&#8217;s mostly because I&#8217;ve been hard at work on the Anarchy Engine.</p>
<p>I thought I would just drop a quick update on the progress of this project.</p>
<p>Basically, the Anarchy Engine is currently in it&#8217;s 3rd revision (in-line with the 3rd version of XNA) and is shaping up to be a very powerful game-creation tool.  The engine has a lot of great features out of the box, including:</p>
<ul>
<li>Deferred Rendering</li>
<li>Multiple Light Types; Spot, Cone, Directional (and sub-types, such as flickering, pulsing, etc).</li>
<li>4 Stage Rendering PipeLine &#8211; Geometry/Depth/Normals, Lighting, Scene Composition, and Post Process (all fully automated!)</li>
<li>Diffuse, Bump, Specular, Reflect, Glow for all Models</li>
<li>Custom Model System, including Milkshape Importer, World of WarCraft Importer</li>
<li>Full Animation support &#8211; including skeletal control and rendering, animation blending &#8211; all automatic</li>
<li>Full Object-Aligned Collision Detection System &#8211; for both static and animated models <img src='http://darkomengames.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </li>
<li>Infinite Terrain / Water with multiple textures, fully integrated into lighting system / rendering pipeline</li>
<li>Powerful level mapping system, allowing fast and flexible creation of building interiors for FPS/3PS games</li>
<li>Post Processors (bloom, depth-of-field, blur, etc.)</li>
<li>Particle System</li>
<li>Physics (when Charles pulls his finger out his arse and get&#8217;s this finished for me!)</li>
</ul>
<p>So as you can see, I&#8217;ve been quite busy.  Once the engine is stable, I&#8217;m going to sink my teeth into a couple of game projects I have in the pipeline.  I have plans to add even more powerful features to the engine, such as ragdoll physics, but this is still blue-sky at the moment and will not be in the initial release of the engine.</p>
<p>I plan to release the engine to the community once I stable working build, with some tutorials / documentation on it&#8217;s use.</p>
<p>Laters,</p>
<p>Daphyd</p>
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