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Deus Ex Machina engine
A Multi-platform engine developed from scratch in C++ specially designed to focus on performance and the efficient use of resources through an entirely original multithreading software architecture, because a less expense bring more gameplay possibilities over all possible scenarios.
Compatible with
v1.1.0 | 02.5.2019 | Working On
Was developed our own technology so our game can run from a toaster´s setups to from very powerful advanced configurations. Our proprietary multi-platform engine Deus Ex Machina was developed from scratch in C++ and is specially designed to suit all of our project needs.
The Technology
Deus Ex Machina is an multi-platform game engine technology based in OpenGL and Vulkan that has the focus on the efficient use of resources, through an entirely original multithreading software architecture written from scratch in C++, The goal is to keep the hardware requirements as low as possible as same time bringing the highest possible gameplay and graphics possibilities & features.

The project starts in 2017 as a new software architecture to generate vast scale worlds with the same earth's curvature, the project has evolved to become a full game engine that includes a completely procedurals engine, a state engine, and a graphics render pipeline.
Possibilities in numbers
Deus Ex Machina Engine brings the most vast and extensive worlds seen today in the strategy genre for BOCproject, without any intermediate load, and breaking the current world record by x3.

For BOCproject our technology is able to handle worlds up to 196.000 hexagonal tiles inside a 4X context genre, that mean a world mesh with more than 10 millions vertices, and over twenty million game entities (like forest, natural resources, animals).
Render pipeline architecture
The Deus Ex Machina render pipeline architecture is a hybrind betwen a direct draw aproach and a deferred shading system, so, our architecture avoids the most expensive post-processing aproachs taking the best words from both, with a extremely focused on the most moderns indirects API´s + computing shaders (OpenCL), keeping in the process the shared resources as lowers as possible through memory barriers locking to zero overhead the hardware system and software drivers.
High performance Omnidirectional dynamic shadows
In the way to the goal of simulating the earth as faithfully as possible, this required that the shadows are projected dynamically in all directions.

There's a good reason why developers usually do not use an omnidirectional dynamic shadows: is a really expensive performance implementation, So one of the most difficult points was developing our custom implementation, the result was really good we have managed to realize an important optimization, over 30-40%.

Our implementation works with high precise framebuffer resolutions, from 2048 x 2048 pixels in lower configuration. To make and record some tests we decided to create the massive mesh test model "Copperjack Stonebeater".
High performance Volumetric Particle System
Deus Ex Machina include a high performance volumetric particle system, this implementation can hadle up to 55.000 particles through GPU parallel computing for make realistics smoke or blizzard effects, or render clouds with extreme efficient depth sorting through CPU to simulate complex and realistic physics.