(Visit my Youtube channel here)
CovertEngine™ was designed, programmed and developed by myself (Gerhard Botha) and I can be contacted at: gerhard@covertengine.com
Please visit Quandary Solutions Ltd for commercial usage overview of CovertEngine™.
Short summary of some highlights of the engine’s features and capabilities,
- DirectX 9/10/11/12 and OpenGL 4.5 compatible
- Full support for MonoGame, so those XNA developers who loved to program their own games instead of drag and dropping will appreciate it.
- Cross-platform
- Steamworks Integration
- Networking (Lidgren and Steam)
- Integrated Bullet Physics
- Integrated MonoDevelop support (code without the need for external IDE)
- Full Content Pipeline
- All shader stages supported (vertex, pixel, hull, domain etc.)
- Custom Shader Editor
- Materials Editor
- Object Editor
- Prefab Editor
- Particles Editor
- Deferred shading (with multilayer transparency)
- Image Based Lighting (IBL) – Integrated with deferred shading pipeline
- Voxel based Dynamic Global Illumination (GI) – Integrated with deferred shading pipeline
- Forward shading
- Dynamic occlusion culling
- Workspace/Project/Content editor
- Level builder/editor
- Point, Directional, Spot, Glow and Capsule lights
- Cascaded shadow maps
- Realtime screen-space and cubic reflections
- Mesh tessellation support
- Tessellated terrain, roads, water and river editor
- Cuda / OpenCL support
- Comprehensive plugin architecture to add extensions, custom creation tools and much much more
The list goes on and on but by now you get the idea, so I will stop here!