Support SIMD ( Currently AVX2 ) ( Math, Culling.... )
Asset Import Pipeline ( Automatically import assets located in asset folder )
Component based System
Object Management System for preventing memory leak ( 개발 일지 )
Fast Runtime Type Casting ( writing manually type name is not required, reflection data is used. check reflection.h files ) ( time complexicity is always O(1), dynamic_cast isn't used ( RTTI option is disabled ), source code )
Garbage Collector using reflection system ( stop-the-world, Mark ( multithread ) - Sweep algorithm, std::array, std::vector is also supported, nullify pointer referencing destroyed object ( to prvent referencing invalid address ), 개발 일지, video, soure code )
Rendering
Supported Graphics API : OpenGL, DIRECTX 11 ( 80% )
Shader Language Portable System ( Automatically convert glsl files to hlsl, glslcc is used )
Shader Reflection System ( Provide shader variables data ( size, offset, variable name ... ) )
Static Batch Rendering ( video, Mesh data of static objects with same material is combined automatically at start of scene. They are drawed in 1 draw call )
请发表评论