Gryps Engine
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
- Overview
- User Reviews
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.
- Screenshots
- Videos
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 systemSplines
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? | Additional information |
|---|---|---|---|
| Proprietary | Unspecified | Yes | View Details |
| 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 | View Details |
| Educational license. | |||
Last edited Dec 06, 2011 at 10:42
