Your are here: Back Home Home Features

Abyssal Engine Technology Features

Are you seeking more information about Abyssal Engine and Tools features? This page covers the features of the technology. If you have a specific question contact us


Creation Pipeline

One of the most important subsystems is represented by the platforms tool chain. These tools are specifically designed to cover all the necessary artwork creation aspects.

Artwork creation export Artwork creation export and import from 3rd party authoring tools
Visual effects creation and testingVisual effects creation and testing
Landscape editing and scene preparationLandscape editing and scene preparation


3DSMAX Exporter

The Abyssal Tools technology supports integration with the most used 3D authoring package: 3D Studio Max. It supports exporting geometry, both static and animated, from 3DS Max (versions 6, 7, 7.1, 8, 9.0) via a special export plug-in.

Static meshes Static meshes
Skeletal animations Skeletal animations
Visual effects Visual effects


All of these data elements can be extracted and saved in engine optimized storage formats.

Batch Exporting

While dealing with large data sets, the exporter permits batch exporting. Simply set your options, indicate the location of MAX data, click the export button and let the exporter do all the work. Entire directory trees are automatically exported by recursively loading the data from each folder.


Geometry Editor

The Geometry Editor is the tool for editing and viewing the geometric objects used by the engine. The place of this tool within the workflow is usually between the geometry modeling software (such as 3ds Max) and the World Editor or Terrain Editor tool. Its purpose is to assemble and optimize the exported raw geometry data into more complex geometry structures which can be used later as building blocks in editing new world configurations.

Create and test visual effects

Abyssal Tools Features Scene lights
Abyssal Tools Features Particle systems
Abyssal Tools Features Lens flares, coronas
Abyssal Tools Features Environment settings and more


Shader management

Abyssal Tools Features Edit and compile
Abyssal Tools Features Set rendering order
Abyssal Tools Features Preview


Prepare geometry for the game

Abyssal Tools Features Create level of details
Abyssal Tools Features Set textures and shaders
Abyssal Tools Features Change texture mapping
Abyssal Tools Features Sectorize indoors

Animation Editor

The Animation Editor is an editor specialized in handling animated entities that are engine specific. It can be used to assemble animation data, set character specific properties and create particle systems and other visual effects. All the exported engine animation elements must first pass through the animation editor so they are properly prepared for the game run-time. The editor has a simple user interface with floating windows for every animation element and a real-time preview viewport.

Animations and character setup and testing

Abyssal Tools Features Character customization
Abyssal Tools Features Complex clothing layer system
Abyssal Tools Features Spells setup
Abyssal Tools Features Testing

World Editor

The Terrain editor application gathers multiple world building features in one single software tool. Its main purpose is to synthesize the world terrain model and to assemble data resources into realm files. The terrain synthesis tools currently implemented in the tool allow for complex landscape shaping and texturing, therefore the terrain surface can be modeled entirely in the editor, without the need to divert workflow to some other modeling tool.

Abyssal Tools Features Landscape editing and entity management
Abyssal Tools Features Day and night cycles
Abyssal Tools Features Procedural terrain geometry and textures generation


Geometry spawning and transformation

Abyssal Tools Features Spawn entire cities with a mouse click
Abyssal Tools Features Use the object brush tool to easily spawn vegetation

Networking Engine

Multiplayer & Massively multiplayer (MMORPG) capability.

Abyssal Tools Features Lobby system
Abyssal Tools Features Object replication system
Abyssal Tools Features Secure connections
Abyssal Tools Features Robust communication layer
Abyssal Tools Features Autopatcher
Abyssal Tools Features Remote procedure calls
Abyssal Tools Features Voice communication
Abyssal Tools Features NAT Punchthrough


Client-side Engine Features

Visual Effects

Abyssal Tools Features Complex scripted particle systems
Abyssal Tools Features Customizable spells linked to character animations and events
Abyssal Tools Features Screen post processing filters


Complex Character Systems

Abyssal Tools Features Animation blending: multiple animations on the same character
Abyssal Tools Features Detachable body parts with customizable colors and shading
Abyssal Tools Features Attachable items


Huge Worlds

Abyssal Tools Features Produce Infinite sized worlds
Abyssal Tools Features Large visible field made possible by the visibility algorithms for outdoor environments while the optimized portal based system links to indoor scenes.
Abyssal Tools Features Terrain rendering with dynamic level of detail including detailed textures, multi patch support and quad tree visibility
Abyssal Tools Features Fast collision detection and response suitable for large environments with thousands of moving entities (various implementations: BSP, spherical, range based, object oriented trees)
Abyssal Tools Features Environmental settings changeable from one zone or patch to another to give each a distinct look and feel.


Shader Driven System

Abyssal Tools Features Rendering priorities
Abyssal Tools Features Offscreen surface rendering
Abyssal Tools Features Support for pixel and vertex shaders
In-game User Interface

Fully customizable and skinnable user interface supporting multiple types of controls

Immersive Sound System

Abyssal Tools Features Dynamic loaded music with buffering
Abyssal Tools Features 3D sound positioning with Doppler effects
Abyssal Tools Features Event based sounds

Resource Management & Dynamic Loading

Resource management (creation, loading and releasing) is an important aspect of a game engine especially for Massive Multiplayer Games which deal with dynamic (in background) loading of data.

The client engine source code is prepared for dynamic loading of huge worlds. The client architecture was designed to accommodate large outdoor and indoor worlds and huge number of players. Client engine source developers need to extend and adapt the existing loading routines to allow seamless background loading of data by programming data managers specific to their application or game.

Optimized Gaming Platform

Abyssal Tools Features Engine data structures and critical code are optimized for modern processor architecture (instruction and data cache friendly formats)
Abyssal Tools Features OpenGL 2.1 hardware acceleration with optimizations for NVIDIA Geforce and ATI Radeon
Abyssal Tools Features Texture and vertex memory prioritized management (video, AGP and system). Vertex buffers implemented through Vertex Array Range (NVidia - Geforce), Vertex Objects (ATI - Radeon) or common ARB path (vertex buffer objects)
Abyssal Tools Features Animation optimized with hardware accelerated vertex programs and CPU optimized SSE instructions
Abyssal Tools Features Support for audio hardware via Direct Audio (Direct X) and OpenAL. Compressed music in .OGG format

Extensible Architecture

Abyssal Tools Features Modular structure with separate libraries for main engine parts
Abyssal Tools Features Interface driven C++ code for functionality and data encapsulation
Abyssal Tools Features Built-in memory leak detection mechanism
Abyssal Tools Features Runtime type checks
Abyssal Tools Features Debug tools (bug reports, memory dump triggered at exceptions)
Abyssal Tools Features Extensible scripting language
Abyssal Tools Features Artist oriented documentation built in the tools with context help, searching and indexing
Abyssal Tools Features SDK with comprehensive programming documentation including tutorials, examples and class hierarchies