Windows, Linux, Mac OS X
Languages Written In:
OpenGL, Software Renderer
None (be one!)
Crystal Space is a free 6DOF portal based engine (based on the LGPL license).
|License Name||Price in $US||Source Code Included?|
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You wrote. "I can't register into the forums, so I don't have support at all."
Have you ever read the Community page from the Crystalspace Side?I think not.
There are a IRC Channel too.
If you have a quick code-related question or just want to chat about your project then you can visit the #CrystalSpace IRC channel at FreeNode.net. If you have a more art-related question then you can visit #CrystalSpace-arts on the same IRC network.
You become Support on this Channel every Day.
The engine seems fine, I've worked with previous versions of it and it's awesome, the problem I have is that I need help compiling on Linux but I can't register into the forums, so I don't have support at all, I've tried for three days and nothing, so I decided to quit and try another engine on Linux, if you can't register (as I can't) you can try elsewhere for info, but the info I need is somehow for people who had some time on the engine. But if you can register you can be sure is one of the best free engines (if not the best) out there.
This is the most powerful opensource game engine, try it and youl be shore!
Apricote is coming - be ready! =)
It will be a megagame i think, youl se, i am teling
First of all, I am an experienced C++ developer. Usually I can learn how to use a new library (basics, of course) in several hours. I have tried CS two times (with 2 or 3 years interval). And both times it was a gread dissapoinment.
It's programming model is simply terrible. Simply look at tutorials on their site - they preffer do everything in hard way. Of course, game programming is very very hard task, but is 3d engine supposed to make it easier, or harder?
Here are guys, that are delighted with having CS setup in few days. :) OMG.
On my opinion - if you are tipical mazokhist, if you like to spend days on tasks that may be done in hours, with other engines - then, go forth. Else don't even bother with this messy and very badly realized engine.
I've tried using this engine for a long time but I didn't manage to get any good results in it.
The engine is a MESS. It crashes quite often, its complex to use, and you never get the results you would like to.
Its documentation is long not what I would like to, and its development speeds are bad.
It doesn't have much features to offer either, compared to other engines.
I could never get a nice scene with CS anyway because it lacked rendering support for some cards.
The more I get into this engine, the more I like it. It has everyone I need and the few 'nice' things to have are planned for release in the near future. What do U mean you ask? For example, imposters, while they are not currently a part of CS, they are being developed as we speak. In general, the great guys at CS will implement anything as long as it makes sense. It's amazing how much has already been implemented. Basically, if you can think of it, "It's in there!".
The engine is a little tough to learn how to use, but anything with this level of control is going to take some time to get to know. That doesn't mean it's hard to learn, it's not - it just requires some commitment.
CS & ChR1s 4ever!
I think CS (CrystalSpace) is one of the most important game engines.
You can easily develop a game with CS and it's plugins (like blender2crystal).
If you need support or tutorials for CS you can get it from the great community forum: http://www.crystalspace3d.org/forum/index.php
I have used Crystal Space (CS) at various times (mostly a year or so ago) and I am quite impressed.
Do not expect the fluencey, brilliance or symplicity of the Torque system, or even that of the rendering engine "Ogre", but do expect a good 3d engine with roots in C++ and a great collision detection system.
Many open source engines end up as dissapointing, well, piles of crap, but not CS. Great support, first class lighting systems, but it lets itself down with its physics, giving the user something close to the ragdoll system rather than what you can squeeze out of the Halo 2 game. This is not surprising, as I said, it is open-source, but I still find it slightly dissapointing in some areas (I found it dificult to import my pre-amartured .x files without fiddling a lot).
With the AEGX Physics Chip now available, I am hoping to see a lot of updates in this engine to take care of the new possibilities. DarkBasic, that most annoying of engines, is leading the pack in that district, but I think it's about time some of the open source engines caught on.
Overal, this is an impressive system that is simple to use and great for indie developers, but if your looking for something that will really rock the socks of your players, you're searching in all the wrong spaces.
A really powerful SDK; open source, with LGPL, which means you can get it for free and your projects are not limited to be open source, making this engine a really good choice for a big wide of purposes.
The features list is big and some of them are shown in the demos, as bumpmap textures, realistic physics and so on.
The support is very good. With the forum, mailing list and the IRC chat you can usually get the answer to the problems.
It is possible to create applications using easy to understand codes as XML and Python instead of going deep in C++, which can help to people who knows only a little bit about programing.
It lacks a little bit in the documentation, which is not explaining everything and it is not up to date in all aspects. Also needs more and clear "getting started" step by step tutorials and more HowTo to explain some basic things and make it more accesible.
Anyway, with CrystalSpace, Crystal Entity Layer, the celtutorial and the open source games made with the engine as crystalcore, ecksdee, tunnelfighter, automanic and so on, it is relatively easy to get into this SDK, specially using blender as modelling software, which is really good supported with a great exporter for CrystalSpace (crystalblend). Once into it, the results are better and better each day ;)
CS just rulez. It has everything to start creating a game.
And we did start! We develop an Open Source RPG (http://osrpgcreation.sf.net) using CS.
And the best thing about CS is an EXCELLENT SUPPORT!
Thank you guys for that 3D SDK! Keep on developing it!
THANKS A LOT!!!
This engine is really really good. Comes with loads of features, seems rock stable, the support is brilliant (the guys in IRC rock!), and it isn't _that_ difficult to use. (I read documentation :D) 5/5, keep it going guys!
Been using crystalspace for a few months now and I've been very impressed with the feature set. It's still very much under active development and the support from the community is very good. Takes a while to get into but it's worth the effort.
Crystalspace has nearly everything you would want and is continually adding more advanced features, both generally and on request from projects using it. Within a few years Crystalspace will surely be able to compete with some of the top non-free engines. It has already attracted the attention of some commercial games in development, and has been used by released commercial games already.
Although not easy to use for the beginner, if you are making a project and you have experience in this area, Crystalspace is well structured in most areas and is quite simple to use. And of course, ease of use is improving over time as the documentation is expanded.
Crystalspace is _very_ stable. Usually you can work with the very cutting edge version from SVN and there are rarely any problems with memory leakage and/or crashing. For performance; things can and are being improved but for what there is at the moment 5/5 is the most accurate rating.
Support is excellent. The devs and users of Crystalspace are both very friendly and helpful, on forums, IRC and the various mailing lists.
Rounding up; I don't see any close competition against Crystalspace from the free engines if you know what you're doing when you start a project. Certainally this isn't for beginners, but I don't think Crystalspace is aimed at beginners, so for the target audience I have to give 5/5 all round.
CrystalSpace is THE most well thought-out 3D and game engine available. It is extensible, it provides all the functionality required to make a full standalone application, and it is abstract enough to manipulate unknowns the way OOP was designed for.
The title says it all. This engine is excellent(my standards are quite low by the way). Whilst ogre is easier to use (i think) this has many more features. You do need some basic knowledge but the community is always willing to help and you get a reply within a three days at most (usually!) Combine this with the Crystal Core game which, when finished, will contain extensive, effecient code for people to use and learn from in their own projects, and you have an excellent, comprehensive package. And... It's FREE!
This engine is very good. It has several features and is very stable. It is very easy to setup and has a nice community.
Features - Very complete, has several modern features
Ease of use - Easy to setup, easy to program
Stability & Performance - A very quick engine, never crashed
Support - Has a very nice community with several projects embedded in Crystal Space.
Crystal Space is an excellent engine with loads of features. It's only real problem is that it is not aimed at a beginner. If you are just starting out you may want to check out another engine. Whether a beginner or an experienced user you will find plenty of documentation for the engine included. Support is excellent both in forums and especially in IRC. It does not come with pre-compiled binaries (unless you get the version intended for artists only) but compilation is fairly easy if you follow the manual. While not yet totally complete, the new renderer is very stable out of cvs. If you want a feature complete ,stable and fast game engine Crystal Space is definately an excellent choice.
A very well crafted engine, however it is not the one to start with. As for the requirements... It needs serious horsepower to be compiled. I didn't manage to compile it on my Duron 1300 Mhz, so I had to go to a friend with 2400 Mhz, and it barely compiled (took 2 damn hours!!!)
So if you have the knowdlege, I recommend it. Just remember, once you start compiling there may be no other way out than resetting the system.
good set of features
CS looks better than Ogre3d,irrlicht,
everything you could need for Gdevelopment
but you will need to know how to program,
CS has binding access,has all available features like other engines,Very decent.....
Open source,Good license issues,because its free.....
how generous !!!!
all great file formats available...
go with this for any project/Games/VR/Others
you wont go wrong......
huge Thumbs up.....
i give it 8/10
i dont need to tell you why because you can see for yourself...
This engine is really great! It includes tons of features and has a very modular design. This makes it a bit hard to do you first steps with this engine, but its worth it.
Especially the support in the IRC channel and on the forums is really great.
Im looking forward to 1.0 release of this engine!
This is more than just a game engine, it is a general 3D SDK, so you can do alot more with it. It is being developed heavily at the moment (100% activity on sourceforge) and it is a bit hard to learn. But since you get good support it definately is worth it, your possibilities are enormous! Check it out
Allthough I don't have much experience of 3D engines Crystal Space appears to got it all. There are well documented classes and plug-ins for almost everything!
I want to thank the people at #crystalspace for doing a great job! They are moving the project forward in a true free software spirit and helps people out in a most kind and patient way.
This is not only a game engine......apparently some are writing apps with it as well.......there are tutorials for everything from making shooters to making what's called " sausages"? with it.......a freeware 3d mmorpg is being made with it, which looks great( they're implementing gameplay elements now, apparently).....only prob with it is....gigantic file size, and weird style of downloading it......
For the average Hobbyist, like me, don't start with this engine, if you don't know c++. I still may use it to make my 3d single player rpg creator because it has tons of features and even a basic level editor made with it.stability is good, i believe it even runs on low end machines......all in all....a good engine, hard to use( c++ is hard...heh)good features, and good support....
I first got started on 3D graphics in 1999 or there abouts. I was working on a robotics simulation at the time, and I was looking for something which would help me create one with the best possible physics, as well as rendering, with minimum effort.
I considered a lot of options, and gave most of them a try before junking them and selecting CS. I've been involved with CS since 2000-01, and have spent countless hours on the IRC channel :) - That supports my rating on the support questions, since practically all the developers are in there at some point in the 24 hour workday.
My experiments with CS have now morphed into those with physics engines (ODE), game making, using CEL, making terrains and models using blender, trying my hand out at the python and java bindings, and so on. What I've seen has really impressed me, since the sheer number of features available on CS surpass (imho) most of the other platforms around - Sound, a Windowing system, terrain support, integration with ODE, plugins for cal3d, a built in video recorder, to name just a few of the available perks! The new renderer which was integrated into the release has totally revamped the way CS looks and works.
When compared to other engines I've explored (OpenSceneGraph, OGRE, ..), I would rate CS higher in terms of learnability, as well as flexbility. In my opinion, another 6 months of work on this engine (from Release 0.98 to 1.0) should put things into a clearer perspective, and bring out through the upcoming technology demo the various features of the engine.