Features

Multi-Platform Support
Windows
PS3
X360 (Q4 2011)
Android (Q4 2011)
Mac OS X (Q1 2012)
...

Data-Driven Renderer
Scalable rendering pipe with multiple back-ends. Ships with configurations showing how to implement many techniques and effects such as: deferred shading, physical lighting, subsurface scattering, hardware tessellation, DOF, SSAO, tone-mapping, 3D vision, etc.

Fast Workflows
Short iteration times. No baking. Instant reload of everything, including scripts, shaders and render configurations. REPL console for directly talking to a running game. Drop-in play on PC and consoles from level editor.

Multi-Core Scaling
High-performance, cache-friendly and multicore accelerated code. Built in profiler and performance HUDs help optimize your game.

Lightweight Code Base
Modular, well documented, lightweight code base. Less than 200 KLOC. Tools talk to the engine over TCP/IP and can be written in any language on any platform.

Data Driven Engine
Everything, from animations to render configurations, is controlled by readable data files. You can build completely different games using different rendering techniques (forward/deferred) without touching the engine code.

Scriptable
You can write a complete game using only Lua. Integrated Lua debugger and console. Live reload of Lua scripts. Artists can use Flow, a high level visual scripting language. To improve performance, freely mix Flow, Lua and C++.

Full Toolchain
Material editor, particle editor, unit editor, level editor, animation editor, lighting editor, localizer, sound editor, etc.
All tools can run with a game console in slave mode. Edit on the PC and see the results immediately on the console.

