PBR Overview
The #zilch_engine uses physically based rendering techniques (PBR). The PBR overview offers a high level PBR description and resources for learning more about the details of PBR and its implementation in the #zilch_engine.
Components tracked by the graphics engine to represent visual objects, each with different benefits for their intended usage.
graphical
Models
General way of rendering meshes, such as characters or environment.
Sprites & Text
Efficient rendering for a large amount of 2D art, frame-based animations, UI, and text display.
Particles
Creation and animation for a large amount of 2D images for visual effects, without the overhead of each particle being an independent game object.
Scene Setup
How to add graphical assets and configure a scene to look the way you want.
Adding Assets
Importing textures, meshes, and animations and configuring how these resources are built.
Materials
Describe the surface attributes of an object or, more generally, define a shader program for any Graphical.
RenderGroups
Categories for Materials that Renderers use to specify a group of objects to be rendered.
Cameras and CameraViewports
Control how and from what perspective all rendering is done.
Lighting
Adding and configuring lighting in a scene for the default Renderers provided in Zilch.
Renderer
Nada script components that define the entire rendering pipeline of a scene.