Game Platform
Turbine's Game Platform was developed by Turbine. This technology places the ability to build worlds into the hands of artists and designers who can focus on creating a game rather than overcoming technical hurdles. The Turbine Game Platform offers a collection of efficient tools that allows developers to build and extend online worlds. This suite of tools enables developers to create persistent worlds populated with compelling content that can be released episodically, similar to premium TV programming. Turbine's Game Platform maximizes immersion through its massive, scalable, virtual worlds distributed across a series of fault-tolerant server sets capable of running 24 x 7 x 365 with minimal support intervention. It scales to take advantage of both conventional narrowband technology as well as broadband networks.

 
Turbine's Game Platform features top-of-the-line graphics designed to give the user the best possible feeling of immersion and interactivity. Because of the variety of client system specifications, Turbine custom-designed its 3D components to be highly scalable, taking advantage of the latest, most powerful graphics hardware as well as older hardware by using dynamic level of detail technologies such as material degrades, variable-frame rate animations, and multi-resolution meshes.

At the heart of the client is the Turbine Renderer, which takes all of the data provided by multiple subsystems (such as the material system, particle system, etc.) and renders it on the screen with state-of-the-art visual quality. The Turbine Renderer is capable of conveying sophisticated lighting and material effects that portray breathtaking scenery in dungeon, city, and landscape environments.

Some of the features of the Turbine Renderer include:
  • Cube map reflections and bump mapping
  • Hardware shadow mapping
  • Vertex and pixel shaders
  • Stencil buffers/shadow volumes
  • Point sprites for particle effects
  • Texture compression for high resolution textures
  • Volumetric shadows and landscape shadows
  • Dynamic visibility culling for increased scene density
  • Z-buffering
  • Procedural animations with blending and modularity
  • High definition audio capabilities
  • Per pixel lighting & bumped reflection mapping
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  • Environment mapping (spherical and cubic)
  • Projected texture mapping for dramatic volume lighting
  • Specular mapping for detailed shiny surfaces
  • Emissive maps for glow-in-the-dark effects
  • Surface texture decals
  • Degrade system for optimum performance
  • Robust particle effects system
  • Ambient lighting, direct lighting and even colored lighting
  • Light coronas, reflectivity, lens flares and other effects
  • Blended terrain textures
  • Vertex coloring
  • Weather system, sky and cloud material effects