Glacier Engine.png

冰川引擎(Glacier Engine)是由丹麦.png丹麦公司IO-Interactive开发制作的专有游戏引擎,仅用于自己的项目作品。该引擎有两代。


第一代冰川引擎开发于1994年,首次投入正式使用是在2000年的杀手:代号47,之后被充分利用于IO Interactive内部研发的游戏。2010年,一代引擎在凯恩与林奇2:伏天中被最后一次使用。 经过不断地优化和改进,IO Interactive在2012年出了第二代引擎——冰川2引擎,应用于同年的杀手:赦免中。新作杀手(2016)也是使用了这款新引擎。 2014年,Eidos蒙特利尔在冰川2引擎的基础上改进开发了黎明引擎(Dawn Engine),该引擎被运用在2016年的杀出重围:人类分裂(Deus Ex: Mankind Divided)。





  • 第一代冰川引擎包括开发所需的几个工具[1]:可视化场景编辑器和可视化场景播放器,用于剪辑场景(引擎上的游戏剪辑),关卡编辑器,一些用于处理纹理、物体和声音的工具, 以及自主研发人的插件用于3ds Max,Adobe Photoshop和Pro Tools。.
  • 有基本物理学引擎用以模拟碰撞和物体掉落。在最近的项目中,原有的的物理引擎已被商业物理引擎Havok取代。
  • 支持光照贴图(阴影贴图),像素光照,повершинное,体积照明和预渲染(或即时渲染)的光影。 它还支持MIP纹理和凹凸贴图,物体的LOD输出,以及逆运动学,骨骼的时间轴动画。
  • 支持一系列图形效果,包括光反射,运动模糊和景深。传统意义上说,它的时间引擎可以在粒子系统的帮助下产生不同的天气效果(例如,雾或雨) - 它还控制着一些其他效果。支持着色器允许的效果,如水波、光的折射和反射。
  • 内置的冰川音乐引擎支持动态流式传输或者是播放音乐,以及利用EAX或A3D子系统创建的声觉效果。
  • 基于ZIP格式的文件存储系统,这有助于访问带有游戏数据的档案。
  • 第二代冰川引擎比起前代有了极大的创新。 其中最值得瞩目的是可以同屏显示大量的NPC,和玩家进行交互行动而没有明显的性能损失。


 ✥ 词条内容搬运自 开发大师引擎词条


  • 支持的平台
    • Windows,Xbox,Playstation
  • 编写语言
    • C / C ++
  • 支持语言
    • C / C ++
  • 图形API
    • OpenGL,DirectX


  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Other
  • A math library - for fast vector calculations (will also include support for 3D-now and SIMD).
  • An extended polygon based math library - for things like clipping, inclusive polygons, polygon projection etc.
  • A zip file system - for easy access to zip-compressed files.
  • Robust object-oriented design
  • Very low memory footprint as needed for consoles
  • Localization module - standalone, web-based localizer, enabling concurrent construction of localization information from remote places
  • Debugging support - includes tools for profiling and various runtime feedback mechanisms
  • Fixed-function
  • Render-to-Texture
  • Fonts
  • GUI
  • Multiple cameras - for instance special cameras for zooming, sniper-scope effects as well as different strategies for a "virtual camera man".
  • Advanced 2D GUI API for user interfaces including common windowing controls. Uses 3D hardware for accelerated special effects.
  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Depth of Field
  • Motion Blur
  • Sky
  • Water
  • Fire
  • Explosion
  • Decals
  • Fog
  • Mirror
  • Splines
  • Patches


  • Per-vertex
  • Per-pixel
  • Volumetric
  • Lightmapping
  • Pre-rendered lights and shadows for detailed and realistic backgrounds.
  • Real-time lights (including volumetric light) - light sources illuminate objects as they pass by.


  • Shadow Mapping
  • Shadow Volume Real-time shadows - as objects move their shadows change accordingly


  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping


  • Pixel
  • High Level


  • Mesh Loading
  • Skinning
  • Progressive

Scene Management

  • General
  • LOD Advanced culling algorithms for optimal performance


  • Inverse Kinematics
  • Keyframe Animation
  • Skeletal Animation
  • Animation Blending
  • Make realistic looking moving characters possible with and without any pre-stored animation.
  • Real-time inverse kinematics and animation blending - for lifelike movement.


  • Rendering
  • CLOD


  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Advanced collision detection - precise at polygon level or a simpler level of detail if needed.
  • Advanced dynamics - real-time calculated cloth and hair on characters, plants, hanging bridges etc.
  • Rigid-body dynamics - makes possible realistic falling objects and rag-dolls


  • Client-Server Multiplayer support - both split-screen and net-based.

Artificial Intelligence

  • Pathfinding
  • Decision Making
  • Finite State Machines
  • Scripted hierarchical 3D path planner supporting teleports and special moves (climb over wall, through hole etc.) as well as dynamic obstacles/appearing holes.


  • 2D Sound
  • 3D Sound
  • Streaming Sound
  • 3D sound effects - includes occlusion, reverb/reflection effects through A3D/EAX APIs
  • Direct music support for interactive music - streaming sound is also supported.

Tools & Editors

  • Visual Scene Editor.
  • Visual scene player.
  • Plug-ins for 3DS MAX, Photoshop and ProTools (the plug-ins).
  • The basic workflow supported by the Glacier components consists of producing primitives in commercial geometry editor, texture editors and sound tools like 3DS MAX, Photoshop and Protools, building the scene from the primitives in the Editor application and playing the scene in the Player


  • a flexible, object-oriented script that can be assigned to custom-programmed objects and thereby enable them to participate in the AI-state machine. The usage of scripts allows behavior to be changed at runtime. The language is event-driven and state-based.