4A-Engine is a complete game development framework designed for Xbox 360®, PLAYSTATION®3 and DirectX9/DirectX10 - equipped PCs, providing the vast array of core technologies, content creation tools, and support infrastructure.

Rendering
Using innovative visualisation technology, based on human visual system (HVS) perception and response.

  • The gamma-correct, linear colour space renderer
  • High dynamic range rendering (HDR) Using floating-point buffers, allowing for tone mapping, exposure adaption, and blue shift, for camera/eye perceptual rendering
  • Advanced deferred shading - allows hundreds of lights in frame, in huge, complex scenes
  • All lighting is fully dynamic (including sun and skies), ability to use light-shaders, with dozens of special effects
  • Umbra and penumbra - Correct soft shadows, including shadows correctly curved on bumped surface. Shadows from semi-transparent objects like particles.
  • Weather and day/night model, including light scattering model and god-rays
  • Volumetric fogging and lighting, even in animated, non-constant density media
  • Global illumination effects and real-time reflective lights
  • Parallax occlusion maps and real (geometric) displacement mapping
  • Hierarchical per-pixel occlusion culling
  • Real-time colour correction, film grain and noise, correct depth of field
  • Velocity preserving motion-blur on a scene with millions of polygons and complex shading detail (including object blur)
  • Deferred reflections - allows a lot of planar real time reflections in a single frame, like water, glass, etc.
  • Ambient occlusion calculated on both the global scale (pre-calculated) and in real-time in screen space (SSAO)
  • In addition to standard MSAA, the engine features analytical anti-aliasing (AAA) and "deferred super-sampling" modes which have much lower impact on frame-rate, while correctly ant-ialiasing all surfaces and not just edges
  • Renderer is highly multi-threaded for multiple CPU cores.
  • Plus: per-pixel lighting, bumpy reflections and refractions, animated and detail textures, shiny surfaces, cosmetic damage using albedo and bump blending, soft particles, etc.

Physics System
Powered by nVidia PhysX technology, can utilise multiple CPU cores, AGEIA PhysX hardware, or nVidia GPU hardware.

  • Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound, physically driven animations
  • Rigid body and multi-jointed constructions. Breakable fences, walls , sheds and other objects. Thousands of different physical entities simulated per frame.
  • Cloth simulation, water physics (including cross-interactions)
  • Destruction and fracturing, physically based puzzles
  • Soft body physics on selected special game entities
  • On hardware-accelerated PhysX platforms engine implements full physically correct behaviour of particles such as smoke, debris, etc.

Audio
Multi-threaded high dynamic range Audio system with constant memory usage and data-driven design

  • 3D sound positioning, spatialisation and attenuation
  • Sound path tracing and transfer approximation for correct occlusion and obstruction perceiving.
  • Reverb, low-pass/high-pass filtering, pitch shifting - all auto-calculated based on sound-path and adjustable by multi-layer environment zones, scripting or programmatically
  • Dynamically reconstructing audio graphs
  • OGG-vorbis compressed with adjustable quality, multi-threaded decompression

AI and Gameplay

  • Deep story-driven experience, dynamic and remarkable missions
  • Different gameplay styles stealth/brutal, different combat settings
  • Group behaviour (including support for information sharing and creating dynamic groups of agents that act together)
  • Designer-friendly visual scripting system, enables designers to script levels and control advanced AI behaviours using the Flow-Graph visual scripting system, placing most AI gameplay control in their hands.
  • Efficient pathfinding for dynamic environment
  • Advanced 3D topology dynamic analysis
  • Virtual vision, hearing, "smelling" - realistic, believable and time and memory efficient implementation enables characters to sense objects in a natural way, depending on the object velocity, luminocity, etc.
  • Multi-threaded Animation system controlled via visual scripting and flow graph

Streaming Technology

Image RSS Feed Latest Screens
Metro: Last Light screenshot (2012) Metro: Last Light screenshot (2012) Metro 2033 screenshot (2010)
Games
Metro: Last Light

Metro: Last Light Metro: Last Light

Updated 1 year ago Released May 13, 2013 Single & Multiplayer First Person Shooter

As Artyom, burdened by guilt but driven by hope, you hold the key to our survival – the last light in our darkest hour...

Metro 2033

Metro 2033 Metro 2033

Updated 3 years ago Released Mar 15, 2010 Single Player First Person Shooter

In 2013 the world was devastated by an apocalyptic event, annihilating almost all mankind and turning the earth’s surface into a poisonous wasteland...

Post comment Comments
Guest
Guest Jul 8 2013, 3:13pm says:

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alghifari
alghifari May 30 2013, 11:24pm says:

Good Engine :D

+1 vote     reply to comment
Indloon
Indloon Jul 11 2012, 3:03pm says:

The engine is gorgeous!

+4 votes     reply to comment
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Platforms
Windows, Wii, PS3, X360
Company
4A Games
Contact
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Official Page
Physxinfo.com
Licence
Proprietary
Release Date
Released Mar 16, 2010
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