The Iron Claw Engine has been my last approach in creating a 3D game engine on my own. It was also
by far the most advanced engine I have written. I applied techniques that were considered state of the art
in realtime 3D graphics at that time (2008 – 2012).
The editor application provides what‐you‐see‐is‐what‐you‐get viewports.
Extensibility is achieved by a simple plugin system.
Making use of the geometry clipmap algorithm (by Hugues Hoppe) and a wavelet compression
scheme, the engine is capable of handling large terrain sizes. Decompression takes place on multiple threads concurrently.
Runtime-generated impostor billboards for structural objects allow to create complex scenes with arbitrary geometry.
Development of the engine came to a halt in 2012.