Opedo Game Engine
Opedo has developed a state of the art, real time game engine, featuring many industry firsts, for both the PC and iOS 4. It features highly optimized graphics, physics, and sound engines, for both speed and size, allowing developers and artists to not worry about scene complexity. Autodesk® 3ds Max® is the primary tool used in the production pipeline, and with only an export, scenes are compiled into an efficient game format, with the data structures being carefully cache aligned and compact, allowing for fast loading and access.

Graphics Engine
A real time engine designed from the ground up for realism and high polygon counts. Featuring a unified lighting model, with a specialized combination of Cook-Torrance and Oren-Nayer BDRFs with refractive properties and real life statistical parameters, and approximated phong specular global illumination. PRT for global illumination, using least-square fitting of spherical harmonics per vertex. Double reflections on every window, with inside rooms properly lit, rendered interleved with no context switching. Accurate Sun and single scatter atmospheric models, with an approximated multi-scatter sky and cloud simulation, all using real life power distribution values, and statistical models for the major constituents of air, all in ISO units. Full scene shadowing using a version of frustum face trapezoidal mapping, rendered interleved with no context switching. Auto load-balancing scene occlusion culling for the camera, reflections, and the intersection of light volumes. Efficient auto-exposure with lens glare. An HDR tone-mapper that works during forward rendering, allowing for proper anti-aliasing with no performance hit.

Physics Engine
The physics simulation uses continuous collision detection, with per object timing updates, for both time of impact and contact resolution. It runs at micron levels of accuracy, at full speed, for a specified contact margin, in millimeters, which is the only required tuning tolerance. All scenes and objects are automatically decomposed into convex surface volumes, without slicing, which in turn is used by the highly optimized, robustly coded, GJK algorithm. The reaction phase uses iterative PGS impulses, with penetration correction, and coupled with continuous collision detection, results in zero penetration simulations.

Sound Engine
Sounds are fed from the physics events, with sampling rate accurate timing, into the physically plausible sound mixer. Virtually unlimited amounts of sound events can be processed, allowing sound technicians to record as many sound combinations as they like.

(*) All screenshots are real time on mid-range 2006 DX9 hardware
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