Gryps Engine

Engine-default

Website:
http://engine.hlw.co.at

Developer:
Honeder Lacher Wallner Softwareentwicklung OEG

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows, Linux, Mac OS X

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
OpenGL, DirectX

Rating:
Not reviewed yet

Editor:
None (be one!)

A full featured multi-platform game engine including graphics, physics, sound/music, own collision library, networking, 3DS MAX exporter, different model importers, character animation and a lot more. The engine has been first publicly presented at ECTS 2004 in London. The SDK provides full API documentation, samples, tutorials and reference games.

Supported Features

General

  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Provides a powerful runtime base system which features everything for multi-platform applications
  • Powerful maths core
  • Features a class factory with serialization support and versioning
  • Fixed-function
  • Stereo Rendering
  • Render-to-Texture
  • Fonts
  • GUI

  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Motion Blur
  • Water
  • Fire
  • Explosion
  • Fog
  • Mirror All special effects can be parametrized using shaders and the particle system
  • Splines
  • Patches

Lighting

  • Per-vertex
  • Per-pixel
  • Volumetric
  • Lightmapping Lightmaps can directly be exported from 3DS MAX

Shadows

  • Shadow Mapping
  • Shadow Volume Shadow maps can directly be exported from 3DS MAX

Texturing

  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Volumetric
  • Projected
  • Procedural

Shaders

  • Vertex
  • Pixel
  • High Level

Meshes

  • Mesh Loading
  • Skinning
  • Tessellation
  • Provides several ways of creating geometry, which can be selected depending on different factors
  • Bezier surfaces and subdivision surfaces can be used to create fast and good looking landscapes and levels

Scene Management

  • General
  • Occlusion Culling
  • LOD
  • Provides a hierarchical scenegraph
  • Uses an optimized R-Tree (also with option to use frame coherency) for frustum culling and all other spatial queries
  • LOD is provided through dynamically generated geometry (e.g. bezier patches, subdivision surfaces)

Animation

  • Forward Kinematics
  • Keyframe Animation
  • Skeletal Animation
  • Facial Animation
  • Animation Blending
  • Skeletal animation can directly be exported from 3DS MAX
  • Can use Cal3D for character animation

Physics

  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Supports collisions against triangle meshes
  • Physics is currently implemented using ODE

Networking

  • Client-Server
  • Peer-to-Peer
  • Master Server Additionally provides a versatile socket abstraction and a std::iostream compatible TCP stream

Artificial Intelligence

  • Pathfinding
  • Provides some basic classes like optimized A* and utility functions

Sound

  • 2D Sound
  • 3D Sound
  • Streaming Sound
  • Supports OpenAL for sound effect and music
  • Uses libmpeg or ffmpeg for streaming sound
  • Supports FMOD als an alternative to OpenAL

Tools & Editors

Provides an editor framework which can be used to create custom and powerful editors for the specific game

Licensing

License Name Price in $US Source Code Included?
Proprietary Unspecified Yes
Company provides licenses matching the needs of its customers. Costs depend on the selected feature set as well as the amount of support.
Proprietary Free No
Educational license.

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Suggest Edits

Last edited Dec 06, 2011 at 10:42

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