The Iron Claw Engine is my latest approach in creating 3D game engines. It is also
by far the most advanced engine I've written so far. Most of the techniques included
belong to the state of the art in realtime 3D graphics.
The corresponding editor application is called Iron Claw. Its perspective
viewport always shows the scene as it will look like later in the game, which means: What
you see is what you get. Extensibility is achieved by a simple but flexible plugin system.
Using the geometry clipmap algorithm presented by Hugues Hoppe and a wavelet compression
scheme, the engine is capable of handling terrain sizes up to 256kmē, whereas the grid
resolution corresponds to 1m. The use of impostors for structural objects allows
to create complex scenes with arbitrary geometry. Development of the engine has come to
a halt in 2011, but concerning further level-of-detail techniques, one could use B-Spline
techniques to visualize branches of trees for vegetation rendering.