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As of July 1, 2011, the Mod SDK version of CryEngine 3 specifically to create custom maps, mods and content for Crysis 2 is available on Crytek's website. Crytek also released a free-to-use version of the CryEngine for non-commercial game development. It was released as of August 17, 2011 under the name CRYENGINE® Free SDK. [31] [32]
Infrequently used tools and features, or the ones completely unrelated to creating 3D game models, were removed (these include most, if not all of the more complex rendering, materials, shaders, physics simulation, some of the more advanced geometry tools, in addition to the rendering engine), leaving the core modeling, texturing, and basic ...
Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...
GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.
Physics middleware products that support this standard include Bullet Physics Library, Open Dynamics Engine, PAL and NVIDIA's PhysX. These products support by reading the abstract found in the COLLADA file and transferring it into a form that the middleware can support and represent in a physical simulation.
Bullet is a physics engine which simulates collision detection as well as soft and rigid body dynamics.It has been used in video games and for visual effects in movies. Erwin Coumans, its main author, won a Scientific and Technical Academy Award [4] for his work on Bullet.
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.
Nvidia started enabling PhysX hardware acceleration on its line of GeForce graphics cards [7] and eventually dropped support for Ageia PPUs. [8] PhysX SDK 3.0 was released in May 2011 and represented a significant rewrite of the SDK, bringing improvements such as more efficient multithreading and a unified code base for all supported platforms. [2]