evo nekih screenshotova
i jos nesto igra je napravljena jos 2003 ali se ne zna zasto e ceka 2005 da ona izadje!!!
evo par reci o enginu:
X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires a DirectX® 8 or higher compatible accelerator.
General: 
Levels combining closed spaces as well as enormous open areas 
On demand loading makes it possible to create a single huge level 
Game time flow, change of time of the day 
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters 
VR-Simulation engine optimized for massive load 
Graphics: 
Support for all third generation D3D compatible accelerators, optimized for Geforce3 and up 
Visualization optimized for hardware TnL (both FF and shading capable parts) 
Continuous level of detail technology for all the geometry 
~300 000 polygons per frame at 60 fps on average hardware 
Detailed character models (500-10 000 polys) 
High-speed blended animation system capable of an infinite number of bone interpolation & modulation operations 
SSE/3Dnow! Technologies used for skinning and forward kinematics 
Visibility determination 
Portal-style, non-linear subdivision based visibility detection system 
Optimized for T&L hardware by batching primitives in optimally sized groups 
Dynamic occlusion culling, contribution culling 
Adaptive hardware state caching technology 
Lighting 
Colored dynamic lights and dynamic "soft" shadows 
Breakable light sources 
Animated lights 
Character shadowing 
Intelligent light source selection, clipping, and merging 
Detail mapping 
Water, flares, coronas, etc. 
Particle system with real physics 
Screen post-processing 
Shading 
The Shader library is central to every part of the rendering pipeline 
Completely abstracts the graphics API. 
Multi-pass Rendering 
Fallback Shaders 
Facilitates cross-platform development 
Separates shader writing from engine development 
Pixel and Vertex shaders are automatically used (on shader capable hardware.) 
Detail objects: 
Grass, small stones, etc. 
Enviromental effects, such as wind, turbulence, and tracks 
Physics: 
Based on ODE engine 
Simulation speed outperforms commercial engines such as MathEngine, Havok, etc. 
Real-time IK, vehicle physics, etc. 
Collision database with low memory usage 
Collision detection optimized for a large number of queries in a high concentration polygonal environment 
Realistic simulation of ballistics, movement, and fluids 
Audio: 
High quality HRTF 3D-sound with clipping and partial wave tracing 
Location-based environmental audio affected by surrounding obstructions 
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats 
Network: 
Distributed computing 
Client-Server based system 
Tools 
In-house tools ( Level, Shader, Particle, and Actor Editors ) 
Plug-ins for popular modeling packages 
AI: 
Simulation Level-Of-Detail and Culling (2 AI models - high and low detail) 
Fiber based time distribution allows scalable AI without any slowdown 
Virtual senses; sight, hearing and touch 
Terrain-aware tactical assessment system 
FSM with random factor 
Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)
uzeto sa site-a www.stalker-game.com
POZ svima :banana:  :type:  :-devil-: