DirectX 11 is the latest rendering technology from Microsoft, seamlessly integrated into Nuclear Basic. It allows automated fallback and developer choice for DirectX 9 without changing front-end code.


Tessellation offers many positive options to the game engine. It's the ability to dynamically increase or decrease model complexity on the GPU without any involvement from you!

One such option may be reverting back to per-vertex lighting due to the awesome density tessellation can provide. The potential here is to reduce lighting weight from a per pixel/fragment cost to a per-vertex-on-screen cost instead.

Perturbing the face of a surface with a texture is one of the even more interesting features tessellation provides. Instead of doing lighting tricks to make a flat surface look 3-dimensional or perturbed it can actually cause the surface to increase in complexity and become accented on the fly.

Adaptive tessellation tunes the model density based on distance. This allows for highly-tessellated models up close falling gracefully back to the base models with range. Performance greatly appreciates this adjustment!

Multithreaded (scalable) rendering

DirectX 11 grants us the ability to render with multiple cores with much better parallelization than previously considerable. The range of possibilities includes rendering to separate textures simultaneously, handling unrelated shader passes simultaneously, and even rendering the scene from multiple directions at once.

Nuclear Basic currently opts to use additional CPU cores for strenuous software activities instead. For instance, decoding videos for playback on textures as well as scalable multicore physics. However, as core count increases (i.e. the norm becomes 8 cores and higher) and localized tasks (like physics) are adapted to compute shader implementations we'll make the shift.

Nuclear Basic was forward-thinking in design. Having render-to-texture handled automatically by the engine as well as Plug & Play shaders (again handled automatically) we can slip the adjustments in without changes to your front-end code. Compare it to a model where you are setting render targets on your own.

Programmable pipeline

Direct control over how the visuals are computed has allowed us to maintain the look between DirectX 9 and DirectX 11. The primary difference being we can improve visuals (such as lighting) on 11-ready hardware.

The end sum being things will look great in DirectX 11, good in DirectX 9, and remain playable on most other machines.

Effect files allow you to override any part of the pipeline too. So if you want to improve/customize the tessellation, geometry, vertex, or the fragment pass you can do so without losing the other parts of the pipeline.

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DirectX 11 compatible!