The purpose of GREED
is to create a modern FPS Engine with todays standards - visual and gameplay features
It is a Community driven project and therefore it will be focused
and directed at the demands of the Community.
Renderer OpenGL & DirectX 9
Physics System: - supports Bullet and PhysX
WYSIWYG EDITOR: - Gui Editor
- Terrain and Scene Editor
- Cutscene Editor
Shaders: - Screen Space Ambient Occlusion a.k.a. "SSAO"
- Sun Shafts a.k.a. "God Rays"
- Motion Blur
- Depth of Field
- and more to come
* Input system - Supporting Oculus Rift VR head display
- Full support for Leap Motion controller
- Full support for Razer Hydra motion and orientation detection game controller
The Feature List is subject to changes as the Developement is in full progress.
Do Note that the above listed features are for DirectX as the OpenGl part of the Engine is currently not the main focus.
However there is already a work in progress by a Torque3D Community Member - who is activly working on the OpenGl side of T3D MIT and
as soon as we can, we will integrate it into Greed.
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Well this is my backup plan, i laid out a year ago when the kickstarter for FPSCR started.
At that time i knew i would need a way to make sure no matter what that i can finish my game
and things seem pretty good when it comes to FPSC Reloaded.
That is one of the reasons why am moving Zentense to FPSCR
Here is a sneek peak at a Flashlight Environment test in FPSCR