3D Engine [Lista]
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Discussione: 3D Engine [Lista]

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  1. #1
    gymvideo
    Ospite

    3D Engine [Lista]

    Che ne dite di raggruppare qui tutti gli engine grafici che usiamo?

    Facciamo una roba così:

    Nome, sito
    Fisica supportata si/no e se si cosa
    Feature grafiche (effetti particellari, bump mapping, parallax mapping ecc)
    Linguaggi supportati
    Altro


    ALTRI MOTORI DI SOTTO

    -----------------------------------------------------------------------------


    TV3D SDK Version 6.2 www.truevision3d.com
    Fisica - Solo dalla 6.5
    Features -
    # 3D Engine:
    # Full DirectX8.1 and DirectX9 support
    # Optimized Hardware T&L support
    # Unified Angle System (radian or degrees)
    # DirectX Hardware Lighting support (up to 8 simultaneous lights)
    # Fast view frustum culling (sphere and box)
    # Fast Terrain Rendering System with quadtree
    # BSP Rendering Engine with PVS/Lightmapping
    # Billboard-based Particle System
    # 3DS, X, MDL, MD2, MD3, Skinned Mesh Support for models
    # Hardware Vertex Shaders to optimize rendering if available
    # Shader script system to setup texture effects
    # Atmospheric effects like fog, cloud, sky (box and sphere), stars
    # DOT3 Bumpmapping support
    # Optimized dynamic stencil shadows for meshs
    # Fast 2D Interface with custom fonts
    # Advanced ray collision detection returning accurate information
    # Powerful animation system
    # Skeleton-based, Keyframe-based, or Morph-based animations
    # Attach child meshes to bones
    # Animate via custom bone rotations

    Media Engine:
    # DirectSound, DirectMusic, DirectShow support
    # Allows to make unique sound atmosphere for your games
    # Hardware/Software Sound mixing
    # Unlimited simultaneous sounds
    # MP3, WAV, MOD, SM3, IT, MID, RMI, SGT support
    # 3D Sound support that can be linked easily to a 3d world
    # Effects (reverb, echo, etc.) to give more depth to your sounds
    # Movie playing (all formats) for cut-scenes


    Linguaggi supportati - VB, VB.NET, C++, C#, Delphi..

    Altro
    Screenshots:
    http://www.truevision3d.com/gallery.php

    ----------

    Irrlicht http://irrlicht.sourceforge.net/
    Fisica - No
    Features -
    # High performance realtime 3D rendering using Direct3D and OpenGL [more]
    # Platform independent. Runs on Windows95, 98, NT, 2000, XP and Linux.[more]
    # Huge built-in and extensible material library with vertex and pixel shader support [more].
    # Seamless indoor and outdoor mixing through highly customizeable scene mangagment. [more]
    # Character animation system with skeletal and morph target animation. [more]
    # Particle effects, billboards, light maps, environment mapping, stencil buffer shadows, and lots of other special effects. [more]
    # .NET language binding which makes the engine available to all .NET languages like C#, VisualBasic, and Delphi.NET.
    # Platform and driver independent fast software renderer included. It features z-buffer, gouraud shading, alpha-blending and transparency, fast 2D drawing.
    # Powerful, customizeable and easy to use 2D GUI System with Buttons, Lists, Edit boxes, ..
    # 2D drawing functions like alpha blending, color key based blitting, font drawing and mixing 3D with 2D graphics.
    # Clean, easy to understand and well documentated API with lots of examples and tutorials.
    # Written in pure C++ and totally object orientated.
    # Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), DeleD (.dmf), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)... [more]
    # Direct import of Textures: Windows Bitmap (.bmp), Portable Network Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx)... [more]
    # Fast and easy collision detection and response.
    # Optimized fast 3D math and container template libraries.
    # Directly reading from (compressed) archives. (.zip)
    # Integrated fast XML parser.
    # Unicode support for easy localisation.


    Linguaggi - # Works with Microsofts VisualStudio6.0™, VisualStudio.NET 7.0-8.0™, Metrowerks Codewarrior, and Bloodshed Dev-C++ with g++3.2-4.0.

    Altro - Screenshots http://irrlicht.sourceforge.net/screenshots.html
    Ultima modifica di gymvideo; 5-10-2005 alle 17:37:10

  2. #2
    megaman
    Ospite
    Io ci sto...

    ------------------------------------------------------------------


    Ogre www.ogre3d.org
    Fisica - No, però tramite CVS potete prendere OgreOde, un addOn che aggiunge il supporto "diretto" di Open Dynamics Engine a Ogre

    Features -

    Productivity features

    * Simple, easy to use OO interface designed to minimise the effort required to render 3D scenes, and to be independent of 3D implementation i.e. Direct3D/OpenGL.
    * Extensible example framework makes getting your application running is quick and simple
    * Common requirements like render state management, hierarchical culling, dealing with transparency are done for you automatically saving you valuable time
    * Clean, uncluttered design and full documentation of all engine classes

    Material / Shader support

    * Powerful material declaration language allows you to maintain material assets outside of your code
    * Supports vertex and fragment programs (shaders), both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc
    * Supports the complete range of fixed function operations such as multitexture and multipass blending, texture coordinate generation and modification, independent colour and alpha operations for non-programmable hardware or for lower cost materials
    * Multiple pass effects, with pass iteration if required for the closest 'n' lights
    * Support for multiple material techniques means you can design in alternative effects for a wide range of cards and OGRE automatically uses the best one supported
    * Material LOD support; your materials can reduce in cost as the objects using them get further away
    * Load textures from PNG, JPEG, TGA, BMP or DDS files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC)
    * Textures can be provided and updated in realtime by plugins, for example a video feed
    * Easy to use projective texturing support

    Meshes

    * Flexible mesh data formats accepted, separation of the concepts of vertex buffers, index buffers, vertex declarations and buffer mappings
    * Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D
    * Skeletal animation, including blending of multiple animations, variable bone weight skinning, and hardware-accelerated skinning
    * Biquadric Bezier patches for curved surfaces
    * Progressive meshes (LOD)
    * Static geometry batcher

    Scene Features

    * Highly customisable, flexible scene management, not tied to any single scene type. Use predefined classes for scene organisation if they suit or plug in your own subclass to gain full control over the scene organisation
    * Several example plugins demonstrate various ways of handling the scene specific to a particular type of layout (e.g. BSP, Octree)
    * Hierarchical scene graph; nodes allow objects to be attached to each other and follow each others movements, articulated structures etc
    * Multiple shadow rendering techniques, each highly configurable and taking full advantage of any hardware acceleration available.
    * Scene querying features

    Special Effects

    * Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance
    * Support for skyboxes, skyplanes and skydomes, very easy to use
    * Billboarding for sprite graphics
    * Transparent objects automatically managed (rendering order & depth buffer settings all set up for you)

    Misc features

    * Common resource infrastructure for memory management and loading from archives (ZIP, PK3)
    * Flexible plugin architecture allows engine to be extended without recompilation
    * 'Controllers' allow you to easily organise derived values between objects e.g. changing the colour of a ship based on shields left
    * Debugging memory manager for identifying memory leaks
    * ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision & physics
    * XMLConverter to convert efficient runtime binary formats to/from XML for interchange or editing


    Linguaggi & Piattaforme -
    * Direct3D and OpenGL support
    * Windows (all major versions), Linux and Mac OSX support
    * Builds on Visual C++ 6 (with STLport), Visual C++.Net 2002 (with STLport), Visual C++.Net 2003 on Windows
    * Builds on gcc 3+ on Linux / Mac OSX (using XCode)
    C'è anche un binding per Python,
    Pyogre

    Altro Credo il miglior engine 3d insieme ad Irrlicht
    Ultima modifica di megaman; 5-10-2005 alle 18:57:38

  3. #3
    ~ Over My Head ~ L'avatar di Finalfire
    Registrato il
    06-03
    Località
    Italy
    Messaggi
    5.011
    Per ora non ho usato engine 3d, ma propongo questo 3d come pillola

  4. #4
    gymvideo
    Ospite
    Grazie megaman per la collaborazione

  5. #5
    megaman
    Ospite
    di niente
    quando ho finito di studiare posto qualcos'altro

  6. #6
    megaman
    Ospite
    Panda3d www.panda3d.org
    Fisica Si, anche se non è il massimo...
    Features

    * Short learning curve
    * Rapid development
    * Rock solid stability
    * Free software license
    * Simple installation
    * Collection of free models and artwork
    * Multiple active development teams
    o Disney Imagineering
    o Entertainment Technology Center
    * Lots of documentation
    o Extensive manual
    o Collection of code samples
    o API Reference materials


    Linguaggi & Piattaforme C++, Python e supporta Windows e Linux

    Altro Per quanto possa sembrare strano che un engine open source lo sia, il progetto è sviluppato dalla Disney per il suo toontown...

  7. #7
    (un po' meno) cattivo L'avatar di L33T
    Registrato il
    10-02
    Località
    Ovunque e in nessun luogo
    Messaggi
    3.908
    http://www.radonlabs.de/nebula.html

    Appena ho tempo modifico il post e inserisco le informazioni. Intanto date un'occhiata al link
    Es ist nichts schrecklicher als eine tätige Unwissenheit.

  8. #8
    gymvideo
    Ospite
    Aggiungo che Panda3D è diventato free da poco (!)

    EDIT:

    3DSTATE www.3dstate.com
    Fisica - Si
    Features - Non sono molte... nemmeno nel sito si trovano, più che altro la learning curve.
    Linguaggi & piattaforme - Tutte!
    Altro - Da usare se si è novizi con gli engine 3d
    Ultima modifica di gymvideo; 5-10-2005 alle 19:30:18

  9. #9
    megaman
    Ospite
    Kjapi http://www.kjapi.com/

    Fisica Si, basata in parte su Newton

    Features

    kjCore
    headline

    * Few external dependencies (zlib and fmod only)

    * File system (Standard, Compressed (read/write), user defined...)

    * Fast data loading from files

    * Inputs (Keyboard, Mouse, Joystick)(DirectInput, Win32)

    * Maths (Vector, Matrices, Quaternions, Planes, Sphere, AABB...)

    * Types (Arrays, Linked Lists, Hybrid HashTable, Stack, String templates...)

    * Debug tools (Error management, Logs, Console, Asserts...)

    * Memory manager (memory leak detection)

    * Timers (Accurate timers, Hierarchical profiler...)

    * Resources manager abstraction

    * Properties set abstraction

    kjGraphics
    headline

    * Renderer abstraction (OpenGL, DirectX 9)

    * Full screen or windowed display (easy integration with MFC, GTK, WIN32...)

    * ASM Vertex / Pixel Shaders support

    * Cg Vertex / Pixel Shaders support

    * Fixed pipeline used as a special pixel shader asm

    * Fast immediate mode available for all renderers

    * Hardware geometry occlusion

    * Image loading, saving and manipulation (JPEG, BMP, TGA, DDS format)

    * Textures
    _ 2D, 3D, Cube map, render targets,
    _ Software and hardware mipmap generation,
    _ DXTC support (with mipmaps)
    * Render targets (2D / Cubemaps)

    * Geometry wrapper
    _ Low level to high level access of geometry
    _ Multi material meshes,
    _ Skinning,
    _ Morphing,
    _ Cloning and resource sharing

    * Picking system

    * Hierarchical graph management
    _ Efficient computation of matrices and bounding volumes
    _ Transform state save/restore system
    _ User defined data plug system

    * Powerful animation system
    _ key framed
    _ blend (simple and advanced)
    _ transition
    _ dynamic node linking
    _ physics
    _ physics blended
    _ easily extensible

    * Camera management (customizable, RTS style...)

    * Bitmapped font rendering (texture or mesh rendering)

    * GPU Assisted Shadow volumes

    * GPU Skinning (switchable to CPU at run time)

    * Skinnable GUI system

    * Asynchronous loading of textures

    kjFX
    headline

    * Water shader

    * Cell shading

    * Multi pass rendering
    _ 3 levels of quality vs speed (Standard, Bump Mapped, Offset Bump Mapped)
    _ Real time and static lighting support
    _ Stencil shadows with attenuation (Carmack reverse and common technique)

    * Outdoor shader (atmospherics / depth of field)(in progress)

    * Particles system

    * Post rendering effects system (operator based, highly extensible)

    kjAudio
    headline

    * Sound manager using FMOD

    kjPhysics
    headline

    * In-house stable and fast physics engine (future used for soft physics)

    * NEWTON based
    _ Rigid bodies
    _ World management
    _ Bodies grouping system
    _ Ragdolls
    _ Joints
    _ Integrated with regular animation system
    _ Integrated with Comet exporter


    kjNature
    headline

    * Terrain rendering

    * Optimized Trees and Forest rendering (in progress)

    * Grass rendering (in progress)

    * Sky rendering (real time true colored)

    * Skybox rendering

    kjWorld
    headline

    * Entity management

    * Scene management
    _ Grid scenes
    _ Portals scenes
    * InDoor/OutDoor mixing of scenes



    kjAI
    headline

    * Action / task system

    * Agent navigation (in progress)

    * Emotion engine (in progress)

    * scripting systems wrapper
    _ LUA base scripting system


    kjNetwork
    headline

    * TCP/IP client / server

    * UDP(Work in progress)

    Tools
    headline

    * Dev tools
    _ Arrows manipulator class (translation / rotation)
    _ Fast Ambient occlusion precomputation

    * 3DS studio MAX exporter
    _ 3dsmax 4,5 and 6 support
    _ Hierarchy (Meshes, Lights, Dummies...)
    _ Nodes animations
    _ Static geometry
    _ Morphed geometry
    _ Skinned geometry
    _ Materials
    _ Physics collider creation tools
    _ Physics preview
    _ Integrated in-engine preview

    * Model Editor
    _ Visualization
    _ Object attributes tweaking
    _ Material and shader edit
    _ Physics testing and editing
    _ Animation parameters edit _ Light

    * World editor
    _ Entities editing
    _ Indoor & Outdoor support
    _ Module based


    * Ease to develop tools (MFC, WIN32, GTK, Qt ...)


    Linguaggi & Piattaforme C++, è disponibile per Windows e Xbox

    Altro E' una suite completa per il gamedev, ha praticamente tutto quello che può servire ( Core, Grafica, Fisica, Suono e Networking )

  10. #10
    megaman
    Ospite
    Citazione gymvideo
    Aggiungo che Panda3D è diventato free da poco (!)

    EDIT:

    3DSTATE www.3dstate.com
    Fisica - Si
    Features - Non sono molte... nemmeno nel sito si trovano, più che altro la learning curve.
    Linguaggi & piattaforme - Tutte!
    Altro - Da usare se si è novizi con gli engine 3d
    ehm, se 3 anni ti sembra poco

  11. #11
    gymvideo
    Ospite
    Citazione megaman
    ehm, se 3 anni ti sembra poco
    mi risulta che siano poche settimane

  12. #12
    megaman
    Ospite
    Citazione gymvideo
    mi risulta che siano poche settimane
    Citazione Panda3d.org
    Panda3D was developed by Disney for their massively multiplayer online game, Toontown. It was released as free software in 2002. Panda3D is now developed jointly by Disney and Carnegie Mellon University's Entertainment Technology Center.

    dimenticavo pwned

  13. #13
    gymvideo
    Ospite
    Citazione megaman

    dimenticavo pwned
    XD accetto la pwnata ma annoto che avevo letto su un forum che era stato reso free da poco

  14. #14
    megaman
    Ospite
    Citazione gymvideo
    XD accetto la pwnata ma annoto che avevo letto su un forum che era stato reso free da poco
    che forum era, uno sull'alzhaimer?
    scusate la battuta di cattivo gusto

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