Broad Feature Set
- As well as providing a rich set of visual and audio
capabilities, BlitzTech Engine covers all of the core
functionality required for game development, areas
which are often ignored by third party solutions.
Automatic resource management and background data
streaming technology are built in.
Submission requirements are well covered by support
for controllers, storage and other devices as standard.
Real Time Physics
- Integrated custom physics code for simulating rigid
body physics in real-time, including vehicles with
wheels, friction and suspension, and character physics
as well as systems to scale to multicore and
GPU-processing.
Immersive Audio
- Complex layered sound effects authored using our tools
can be played back with Dolby surround sound.
Also supports multiple audio streams for voice-over
and music playback with support for interactive music
that reacts to the on-screen action and sounds that
dynamically change in timbre and reverberation
according to proximity and position.
Online Play
- Facilities for LAN and Internet gaming are provided by
the Engine so that game teams can get on with creating
the multiplayer experiences straight away. The system
is fully configurable for bandwidth management and
plug-in lobby support for third party community servers.
Our systems fully support Xbox Live and Live Arcade,
PlayStation Network and Nintendo Wi-fi Connection.
Technology to allow paid downloadable content via
integrated in-game commerce is also implemented.
Multi-Core
- The continuing focus of engine development is to
extract maximum performance from multiprocessor
platforms such as Xbox 360™, Playstation3™ and PC.
Technologies to despatch and synchronise engine and
game processing in parallel are integrated into the
BlitzTech Engine, as well as dynamic load balancing and
leveraging multi-core CPU and GPU-based processing
where appropriate.
Material Effects and Lighting
- BlitzTech supports multiple lighting techniques from
pre-calculated vertex and static lightmaps to complete
real-time dynamic per-pixel lighting and shadows
including stencil, projected and shadow buffer methods.
A library of real-time surface effects are shipped as
standard including:
- Normal Mapping
Normal map shaders are a key technology, allowing fine
surface lighting detail to be added to game meshes,
making them appear many times more complex than
they are.

- Parallax Mapping
A virtual displacement map technique that can greatly
enhance the three dimensional appearance of surfaces.

- Cube Mapping
The included cube map shader utilises a technique for
rendering environmental reflections using separate
reflection textures for each axis.

- Refraction Mapping
Full pixel control over refraction is provided using the
refraction shader supplied with the Editor library for
effects such as textured glass and water surfaces.

- Fur
Our latest fur shader moves well beyond the previous
state of the art multiple shell technique to develop an
entirely new process allowing much greater artist
control of hair length, movement and direction.

- Sub-Surface Scattering
This technique models the transmission of light
through an object as well as the usual direct lighting
model. Materials such as marble, plastic and wax show
this property clearly. It is also just one building block
of a full skin shader.

- Skin Shader
The skin shader included in BlitzTech uses many layers in
subtle combination to produce convincing skin lighting.

- Eye Shader
Much of a character's realism comes from the
appearance of the eyes. The library includes a specific
shader for eyes to simulate the specular highlights seen
on the iris and cornea.

Wii™ Effects
- The Wii™ graphics hardware is incredibly flexible and
fully supported by our engine and tools to create highly
configurable effects such as:
- Embossing
A bump mapping technique similar to normal mapping
this effect provides a surface relief appearance that
increases perceived detail.

- Variable environment mapping
A powerful technique using multiple channels to control
how environment maps are blended enables a wealth of
visual and lighting effects to be recreated with much
more subtlety than traditional uniform shiny surface.

- Distort mapping
Use of multiple texture channels to offset textures on
a per-texel basis allowing impression warp and
displacement effects to be created such as liquid
surfaces, shockwaves and magical effects.

Cinematic Effects
- Just as in pre-rendered and film footage, image
post-processing is now becoming very important to the
final appearance. The engine provides stock effects that
adjust and composite over the image in real-time.
- High Dynamic Range (HDR)
HDR gives an essential vibrancy to current generation
titles. It allows a wider range of light and dark to be
rendered without loss of detail. The HDR image is
converted down to a standard image in real-time every
frame. The parameters of this process are controlled by
tone mapping a process that simulates how the eyes
adjust to light and dark situations over time.
A frequently-seen visual effect combined with HDR is
bloom where very bright areas bleed light over the
surrounding area. HDR can also be combined with
image-based lighting that uses light reflected in the
scene to create more complex lighting.

- Depth of Field
To simulate the focus range and length effects seen
through a camera lens, a depth of field shader effect is
included as a post-process effect which operates in
real-time. It allows, for example, objects closer to the
view to be in focus and distant ones to be blurred.

- SSAO
Screen space ambient occlusion is a cutting edge
post-process effect to simulate ambient lighting in
real-time. It adds a huge degree of realism and depth
to a scene and can be combined seamlessly with other
lighting and shadowing techniques.
It has no pre-computed element so is highly suited to
dynamic objects where shading will be updated to
reflect the scene in real-time. It also means no need for
costly rendering of ambient occlusion texture maps.
Our pipeline fully supports this effect and allows for a
high degree of adjustment to suit the scene.

- 3DTV
BlitzTech is at the forefront of rising interest in 3D
displays for the home with exciting possibilities for
presenting content with higher realism and sense of
player immersion in breathtaking 3D. In a complex
market with competing technologies the key to
increasing adoption is to ensure compatibility with the
widest possible range of displays to unlock the
potential of amazing 3D display hardware out there.
The engine provides a highly flexible stock solution that
supports all current suitable formats including active
and passive glasses as well as newer auto-stereoscopic
displays not only on PC but uniquely also on high
definition console - an industry first.

- Motion Blur
Although motion blur originates as a side effect of
camera exposure in film, it is an effect that is frequently
recreated in graphics, to give an impression of speed or
realistic filmic quality.
Two principle classes of post-process effect are
supported - full screen blur and localized blurring based
on the velocity of individual objects in the scene.

