Iron Claw

The Iron Claw Engine is my latest approach in creating 3D game engines. It is also by far the most advanced engine I've written so far. Most of the techniques included belong to the state of the art in realtime 3D graphics.

The corresponding editor application is called Iron Claw. Its perspective viewport always shows the scene as it will look like later in the game, which means: What you see is what you get. Extensibility is achieved by a simple but 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 up to 256kmē, whereas the grid resolution corresponds to 1m. The use of impostors for structural objects allows to create complex scenes with arbitrary geometry. Development of the engine has come to a halt in 2011, but concerning further level-of-detail techniques, one could use B-Spline techniques to visualize branches of trees for vegetation rendering.

Main features:
  • Direct3D 11 (OpenGL module under development)
  • 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