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| E3D Engine |
Solutions > E3D Engine |
| Constitution of the E3D engine |
| E3D Engine (H/W Accelerator + S/W Renderer) |
| E3D Engine Application Layout |
| The E3D Engine consists of 4 sub-elements : |
3D Animation Engine |
| Solves the size and performance (speed) issues by using Partial Mesh, Share Animation, Animation Blending, Vertex Animation and Texture Animation. |
Geometry Engine |
| Utilizes the Height Map that enables developers to create map objects easily in Quad-Tree method. |
2D/3D UI Tools |
| Only the designers¡¯ work is needed to port contents without having to deal with programming modifications of source codes. |
Effect Engine |
| Features APIs, including 3-step collision check, material management, self font output, easy camera control and fogging effects. The engine allows users and developers to program and modify the contents while the speed of the effects is improved.
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| E3D Engine specifications |
- Geometry Engine, Point/ Line/ Triangle
- Linear/ Perspective Texture Mapping, Shaded Texture Mapping
- Collision Detection
- Models
- Flat Shading/ Gouraud Shading
- Fogging, Lighting and Material processing
- Transformations, Parallel Projection/ Perspective projection |
| Key Functions of the Engine |
I. Processes the exported 3D animation, terrain and UI data in real time
II. Developed on the basis of Open GL ES so that existing games can be
easily ported and newly developed
games can be easily created with the E3D engine.
III. Provides embedded libraries on various mobile devices.
IV. Provides 2D UI -> 3D UI conversion functions and also 2D acceleration functions using the 3D engine.
V. Various options available depending on the platform capabilities, allows easy addition and deletion of Mesh. |
| Screen shot of the development process |
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