Rendering:
- Support of Q1, Q2, Q3 and Raven BSP formats
- Support of (md2,) md3 and skm model formats
- GLSL shading support
- Static per-pixel lighting, offsetmapping, reliefmapping and distortions
- Planar stencil shadows and soft shadow mapping on models
- Extended Q3 shader support, with added templates and GLSL materials
- Optional hardware outlines and normal-mapped cellshading
- Bloom effect

Engine:
- Pure filesystem configurable per pack, with support for Q1, Q2 and Q3 packs
- Web and server downloading
- Configurable input cmd generation ratio independent of cmd transmission and of rendering ticks
- Zlib compressed network protocol with support for packet fragmentation
- openAL and software backend sound support, with consistent sound falloff algorithms
- Powerful demo support, with demo jumping and optional multiview format
- Registrable bitmap fonts support, with optional UTF8 encoding
- Configurable server snapshot tick ratio
- Configurable server game tick ratio
- AngelScript support for scripts
- Demo dumping for avi recording of images and sound
- Server side recording of multiview demos
- Server autoupdate via web
- Skeletal animation blending
- FPS independent animations system

Game:
- Antilag system using backwards reconciliation as integral part of collision tracing
- Optimized movement and player weapon prediction
- Extrapolated linear projectiles
- Powerful gametype scripting
- integrated AI with A* pathfinding

Other:
- HUD scripting
- Demo recaming support
- TV server with demo recording and playback capabilities
- Stress tested by real use

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