DFPGE

Engine-default

Website:
https://sites.google.com/...

Developer:
David Forsgren Piuva

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows

Languages Written In:
C/C++

Languages Supported:
C#, Visual Basic 6, VB.NET

Graphics APIs:
DirectX

Rating:
Not reviewed yet

Editor:
829b65f69fe30269207b8000bc88f959 Dawoodoz

David Forsgren Piuva’s Graphics Engine using DirectX 11 with DirectX 10.0 hardware support. The engine is tested with VB6, VB.NET and C# but should work as well in any language supporting self registering MFC ActiveX components. It is a general purpose engine for procedural generation. You should have Visual Basic 6 for modifying the SDK samples and tools since only one example project is translated to the .NET languages.

Supported Features

General

  • No classes (except for the ActiveX component that contain all methods)
  • Buffers for complex types
  • Built in cutting plane for rendering planar reflection and refraction
  • Sky instance system

Lighting

  • Per pixel light
  • Built in HLSL functions for ambient, diffuse and specular dynamic light

Shadows

  • Depth based shadows
  • Fully automated shadow artifact removal

Texturing

  • Multi-texturing
  • Up to 16 textures per surface
  • Example shaders for bump, parallax occlusion, normal, reflection, specular and gloss mapping.
  • Procedural materials can easily be written in HLSL

Shaders

  • High Level
  • HLSL using shader model 4
  • Included examples of bloom, lens flare and depth of field post effects
  • Automatic saving of compiled shaders make the game load in less than a second after the first compilation
  • The model editor can generate tangent space from UV coordinates for normal and bump mapping
  • Geometry shaders

Meshes

  • Text based triangulated model format without index buffers
  • Built in multi resolution (Low,medium,high)
  • Built in single inheritance bone animation
  • Saving texture and shader references by name

Animation

  • Single inheritance bone animation

Terrain

  • The forest SDK sample show how to use displacement mapping and bump mapping with a dynamic heightmap to render multi resolution terrain

Physics

  • A modified version of the Bullet physics engine (Mostly the interface is different)

Sound

  • Built in sound codec without external dependency nor third party license
  • 3D positioning

Tools & Editors

  • Open source 3D editor made in VB6
  • Open source sound converter made in VB6

Special Effects

  • Rendering to textures
  • Easy to use post effects
  • System for drawing shapes and bitmap fonts using quads
  • Easy to make color stereo rendering using multiple cameras and post effects
  • Reading from the depth buffer when rendering filtered triangles allow soft particles.

Licensing

License Name Price in $US Source Code Included?
ZLIB Free Yes
Learn about globally unique identifiers and DLL stomping in the Windows registry before releasing modifications of the engine!

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Last edited May 07, 2013 at 12:17