Iron Claw

I developed the Iron Claw Engine from 2008 to 2012 as the most advanced of my personal 3D game engine projects. It used real-time 3D graphics techniques that were considered state of the art during that period.

The editor provides viewports that show the scene as it will appear in the engine. A simple plugin system allows the editor to be extended.

The engine combines Hugues Hoppe's geometry clipmap algorithm with wavelet compression to handle large terrains. Terrain data is decompressed concurrently on multiple threads. Impostor billboards generated at runtime replace distant structural objects, allowing complex scenes with arbitrary geometry. Development stopped in 2012.

Main features
  • Direct3D 11 and OpenGL 3 support
  • Terrain editing and rendering with level of detail (LOD),
    runtime compression and decompression (geometry clipmaps)
  • Deferred lighting
  • Variance shadow maps for the terrain
  • Shadow maps with percentage-closer filtering for structural objects
  • Material system with normal and parallax mapping
  • Ocean water
  • Day/night cycle
  • Impostor billboards
  • Screen-space ambient occlusion
  • Screen-space light shaft rendering
  • B-spline tree vegetation
Demo Videos