Dreamers is being developed on a powerful next generation 3D engine powered by the "Reality Engine" by Artificial Studios. Some of its features include:
Rendering Technology
Built with DirectX 9.0 from ground-up to take full advantage of cutting edge technology developments, while fully scalable to DirectX7/8 generation hardware.
Per-Pixel Lighting and shading with support for PS3.0, PS2.X, PS2.0 and PS1.1. Shading includes dynamic projection mapping, normal mapping, Phong specularity, per-pixel reflection mapping, refractions, virtual displacement (parallax) mapping, animated textures, mix/detail shaders, fabric, anisotropic scattering, water, and other configurable pixel & vertex shaders.
Precomputed Radiance Transfer (aka "Realtime Radiosity") support, allowing for Real-Time Subsurface Scattering and Soft Shadowing.
Unified dynamic world lighting and shadowing, including day/night cycles. Heavily optimized for maximum performance in huge, complex scenes.
Hierarchical Per-pixel Occlusion Culling. No more portals, zones, vis-gen waiting times, or manual occluders! Occlusion is fully automatic, fast, and accurate to the pixel.
High-Dynamic Range Rendering Using Floating-Point buffers, allowing for Tone Mapping, Exposure Adaption, and Blue Shift, for camera/eye perceptual rendering.
Image Post-Processing (stackable) including Depth of Field, Night Vision, Motion Blur, Light Blooms, Volumetric Lighting, and non-photorealistic rendering.
Open-ended world structure places no limits on environmental design, with full artist-driven and procedural Level-Of-Detail support.
Physics
Advanced high-performance physics engine for efficient constraint resolution of thousands of rigid bodies, supporting multi-primitive, arbitrary joint linkages, stacking, breakage, and particle physics.
Ragdoll character animation, allowing you to mix physics with animations for dynamic effects such as character damage.
Integrated physics editing inside of Reality Builder, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.
Fully integrated support for physics-based vehicles, including player control, AI, and networking.
Character Technology
Character Normal Mapping & Spherical Harmonics, with skeleton-based, multi-weighted-bone vertex shader animation.
Characters can contain any number of arbitrary pixel & vertex shaders on multiple materials
Export tools for 3D Studio Max, Maya for bringing weighted meshes, skeletons, and animation sequences into the engine.