Coldfire
Website:
http://www.flashbang.se
Developer:
Peter Wallström
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows
Languages Written In:
C/C++
Languages Supported:
C/C++
Graphics APIs:
OpenGL
Rating:
Not reviewed yet
- Overview
- User Reviews
Coldfire is an versitile render engine, it is built so that someone may create a small game or a demo in just hours by modifying the render pipeline and adding some graphics.
The engine does not include any physics or other game related features, only rendering, the other stuff is reserved for another project (WildFire). It is planned to make the engine crossplatform.
- Screenshots
- Videos
Supported Features
General
- Fixed-function
- Deferred Shading
- Render-to-Texture
- Fonts
GUI
Environment Mapping
Billboarding
Particle System
Sky
Fog
Lighting
- Per-vertex
- Per-pixel
- Volumetric
- Lightmapping
- Gloss maps
- Anisotropic HDR
Shadows
- Shadow Mapping
- Shadow Volume
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- Volumetric
- Projected
- Procedural
Shaders
- Vertex
- Pixel
- High Level Uses GLSlang for pixel and vertex shader
Meshes
- Mesh Loading
- Skinning
Scene Management
- General
- Portals
- Occlusion Culling Uses a custom pixel perfect portal method instead of normal portals
Animation
- Forward Kinematics
- Keyframe Animation
- Skeletal Animation
- Animation Blending Mostly manual control over animation, some animations can be qued in a list.
Terrain
- Rendering Has basic terrain rendering with a simple terrain optimizer
Physics
- Collision Detection Only a simple ray intersection of geometry
Sound
- 3D Sound Uses a custom simple to use OpenAL class
Tools & Editors
Standalone converters and exporters for the engine exists.
Scripting
Uses a simple scripting language for shaders and lights
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Unspecified | Yes | View Details |
| Still in alpha so licence issues are still undecided | |||
Last edited Dec 06, 2011 at 10:42
