• Windows, Xbox 360 and Windows Phone support:
    • An standalone .dll file with no configuration or asset files.
  • Custom Model Processor:
    • Unlimited number of texture layers (including bump map, specular map and multi-texture)
      per model/mesh/part.
    • Hardware skinning supporting up to 61 bones per model (will be increased to 82 in
      the next versions).
    • Fully integrated to Hilva’s material system.
    • On-demand animation loading/unloading.
    • Ability to use an animation for multiple models.
    • Per animation per model animation-players.
    • Pre-calculated bounding-box and bounding-sphere for meshes and models.
    • Ability to query if an specific mesh contains vertex-color-channel.
    • Ability to query if an specific mesh is skinned.
    • Optional optimizations for animations.
    • Swap Y and Z axises (optional).
    • Complete replacement for XNA’s Model class.
  • Shadow Mapping:
    • Efficient shadow mapping with adjustable shadow map size and depth bias.
    • Various shadow smoothing techniques including PCF and VSM (optional).
    • Omni/Point Shadows.
  • Lighting:
    • Directional Light.
    • Point/Omni Light (with attenuation).
    • Spot Light (with attenuation and cone decay).
  • Materials:
    • Texture Mapping.
    • Normal Mapping.
    • Parallax Mapping (with Offset map in normal map’s alpha channel to save memory usage).
    • Vertex Color (for texture mapping materials only).
    • Adjustable surface and light color.
    • Specular highlights.
    • All materials support static and animated models.
    • Custom materials from HLSL code.
  • Post Process:
    • Tone mapping.
    • Gaussian Blur.
    • Radial Blur.
    • Bloom.
    • Monochrome.
    • High Dynamic Range Rendering.
    • Twirl.
    • And 16 more post-process effects.