Genesis

Engine default

Website:
http://www.silicond.demon...

Developer:
Steven Woodman

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
Software Renderer

Rating:
  (1 review)

Editor:
None (be one!)

Genesis is a 3D rendering toolkit.

Supported Features

General

  • Fixed-function Z-buffer rendering

Lighting

  • Lightmapping Unlimited light sources

Shadows

  • Shadow Mapping Gouraud shading

Texturing

  • Basic

Meshes

  • Mesh Loading Lightwave file support

Tools & Editors

Windows based object editor with spin tool, primitive creators, boolean CSG operations.

Licensing

License Name Price in $US Source Code Included?
Proprietary Free No

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0 of 0 people found the following review helpful

Genesis World Editor

  by 00000000000000000000000000000000 jjrwjr Nov 15, 2004 at 04:26

Genesis World Editor is a great world editor and easy to use. While most of my experience with this program has been with the creation of worlds instead of the programming end and functions in the worlds, I have found this program very easy to learn. The tpack program allows you to add your own textures to use in the program and previewing your levels are as simple as a couple of mouse clicks. Creating squares, spheres, cylinders, stairs, etc. are as simple as clicking a button and entering basic information for size. The biggest drawback to the Genesis World Editor is that it crashes. Often. I've tried two different versions of this program and in both versions, once you add more than a few rooms, you have trouble even loaded your level before it crashes to the desktop. Another drawback for interior levels is the limits on stairs. This program has only simple, block-type stairs. If you've never used a 3D Engine before or are planning a very simple game with a small world and limited objects, I would recommend Genesis. For anything more than that, however, I'd recommend something more stable like 3dmax or even reality factory.

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Last edited Dec 06, 2011 at 10:42

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