Iron Claw

The Iron Claw Engine has been my latest approach in creating a 3D game engine in my free time. It is also by far the most advanced engine I've ever written. Most of the applied techniques and features belonged to the state of the art in realtime 3D graphics at that time (2012).

Iron Claw is the engine's editor application. It has orthographic and perspective what‐you‐see‐is‐what‐you‐get viewports. Extensibility is achieved by a simple, flexible plugin system.

Using the geometry clipmap algorithm presented by Hugues Hoppe and a wavelet compression scheme, the engine is capable of handling terrain sizes of up to 256kmē, with a grid resolution of 1m. Decompression takes place on worker threads concurrently. The use of impostors for structural objects allows to create complex scenes with arbitrary geometry. B-spline tree vegetation rendering with level-of-detail out of the box has been an experimental features I was exploring back then. Development of the engine came to a halt in 2012.

Main features:
  • Direct3D 11 and OpenGL 3 support
  • Terrain rendering using LoD and realtime compression / decompression (Geo Clipmaps)
  • Deferred lighting
  • Variance shadow maps used for the terrain
  • Percentage closer filtering shadow maps used for structural objects
  • Material System including Normal and Parallax Mapping
  • Ocean water
  • Day / night cycle
  • Impostors
  • Screen Space Ambient Occlusion
  • Screen Space Light Shaft Rendering
Demo Videos