ZevEngine development

I've started to develop my own engine, after being disenchanted by various new engines I've seen, plus I have a few ideas that would be really neat.

Some things I hope to feature:

  • Gaussian Terrain Mipmapping - Using macroblocks and detail terrain to create planetary sized terrains.
  • Screen space sampled terrain generation - By using screen space, terrain vertexes can be optimized.
  • Double Dynamic Range - Trivial bloom and overbright effects in 32bpp.
  • Mapped Dynamic Range - A new way of representing HDR in 32bpp. (Currently under research)
  • Spherical Lighting - Trivial "edge lighting" of objects, as well as more realistic shading.
  • Spherically Projected Shadow Mapping - The shadow component to spherical lighting, correct sharp-to-soft shadow edges. (Currently under research)