The Armory Renderer.
Considerable efforts have been made to improve the rendering system. A render path is fully scriptable with immediate support for delayed and forward paths. To define materials, Armory is based on the so-called Node Cycles. The materials are precompiled to shaders suitable for real-time rendering.
- Physically based
- Cycles of Material Nodes
- Voxel-based global illumination
- Temporal Anti-Aliasing
- Tessellated Displacement
- Screen space Remarching
- HDR pipeline
Armory is aimed at Nodes. For materials, a subset of Standard Cycles Nodes is used. Each scene created in Armory can be rendered in cycles using Path Tracing. This makes it possible to use cycles for easy baking without separate setup. Performance has the highest priority. To define the game behavior, a system of Logic Nodes is developed.
Everything is bundled to provide the ultimate game development tool. As a starting point you can choose one of the available templates for game prototypes. The code editor with debugging support is integrated. Use for logic nodes, write scripts in Haxe or embed WebAssembly code.
Create live scenes and export them to desktop, web, mobile and consoles for everyone to experience. Binary data format, asset compression, and efficient build tools are designed to avoid bloated package types.
A robust animation system is used that supports GPU skinning, action blending and events. In addition, each node on the Timeline can be animated using keyframes as you are used to.
- GPU Dual-Quaternion Skinning
- Instanced rendering of skinned meshes
- Timeline based animation
We hope that we could offer you a first overview of Armory 3D. If you have any suggestions or questions, please feel free to contact our experts in our forum.
Thank you for your visit.