Main features
Complete scene graph with lights, cameras, materials, meshes, animations, audio & actions
Native collisions engine
Physics engine (thanks to oimo.js & cannon.js
Scene picking
Supports left and right handed systems
Antialiasing
Animations engine
Particles & Solid Particles Systems
Sprites and 2D layers
Complete audio engine based on Web Audio
Works on all WebGL platforms via a specific modern shader architecture and native touch support: IE11/MS Edge, Chrome, Firefox, Opera, Safari, iOS (iPad/iPhone), Android, Windows Phone 8.1/Mobile 10, Firefox OS, Xbox One
Optimizations
Frustum clipping
Sub-meshes clipping
Hardware scaling
Selection octrees
Offline mode (Assets saved in IndexedDB)
Incremental loading
Binary compressed format
Hardware accelerated instances
Automatic scene optimizer
LOD (Level Of Details)
SIMD.js
Collisions on Web Workers
Merge mershing
Shaders / Rendering
Physically Based Rendering (PBR)
Standard material is a per pixel material that supports:
Diffuse lightning and texture
Ambient lightning and texture
Specular lightning
Opacity texture
Reflection texture (Spheric, planar, cubic, projection and equirectangular)
Mirror texture
Emissive texture
Specular texture
Bump texture
Lightmap texture
Up to 4 lights (points, directionals, spots, hemispherics)
Custom materials
Custom shaders
Skybox
Vertex color
4 bones per vertex
Fresnel term for diffuse, opacity, emissive and reflection
Procedural textures library
Materials library
Special FX
Fog
Alpha blending
Alpha testing
Billboarding
Fullscreen mode
Shadow Maps and Variance Shadow Maps
Rendering layers
Post-processes (blur, refraction, black'n'white, fxaa, SSAO, God Rays (VLS), HDR, DOF (Depth Of Field), customs...)
Lens flares
Reflection Probes
Multi-views
Edges renderer
Highlights rendering
Textures
Render target textures
Dynamic textures (2D canvas)
Video textures
Compressed (DDS) textures & TGA
Cameras
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