Linderdaum Engine

36d54ae8 bcbc 431b 913a a8720c6244be

Website:
http://www.linderdaum.com

Developer:
Sergey Kosarevsky, Viktor Latypov

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows, Linux, Google Android

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
OpenGL

Rating:
  (1 review)

Editor:
None (be one!)

The Linderdaum Engine is an open source purely object-oriented 3D gaming engine written in C++. It uses OpenGL 2.1 and GLSL and has a lot of modern features which can be found in high-end commercial 3D engines. The goal is to implement an agile classes infrastructure capable of being tuned to handle many types of game genres.

Supported Features

General

  • Object-Oriented Design
  • Save/Load System
  • Compatibility with MS VC++ 2003-8, GCC 4.1+ and Intel C++ 9
  • Virtual file system with memory-mapped files and RAR archives as pack files
  • Fixed-function
  • Raycasting
  • Render-to-Texture
  • Fonts
  • GUI
  • HDR postprocessing effects (bloom, light adaptation)
  • Automatic multipass rendering
  • TrueType fonts support
  • GUI subsystem capable of rendering complex multidocument views
  • Realtime rendering into GUI windows
  • 3D and 4D datasets rendering
  • GPU accelerated raycasting for direct volume rendering
  • Isosurface rendering
  • Opacity accumulation
  • Maximal intensity projection
  • High quality cut planes rendering
  • Procedural materials
  • 1D and 2D transfer functions
  • Rendering the volume from inside for virtual endoscopy
  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Sky
  • Explosion
  • Mirror Smoke trails

Lighting

  • Per-vertex
  • Per-pixel
  • Lightmapping
  • Gloss maps All material properties are managed via Linderdaum Surface Shaders (LSS) markup language

Shadows

  • Shadow Mapping PCF shadow maps

Texturing

  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Projected
  • 1D, 2D, 3D and cube textures
  • Floating point textures support
  • Supported texture formats: BMP, TGA, JPG, DDS and HDR

Shaders

  • Vertex
  • Pixel
  • High Level GLSL 1.20 shaders

Meshes

  • Mesh Loading Support of ASE, STL, MD3 and LCM mesh formats

Scene Management

  • General
  • Occlusion Culling
  • LOD Generic scene graph with reference counting

Animation

  • Forward Kinematics
  • Keyframe Animation

Terrain

  • Rendering 8 and 16-bit heightmap data sources

Artificial Intelligence

  • Finite State Machines
  • Scripted Events system

Sound

  • 2D Sound
  • 3D Sound
  • Streaming Sound
  • OpenAL 1.1
  • Position, velocity, pitch and gain control for 3D audio sources
  • WAV and OGG file formats support

Tools & Editors

Internal world editor is in development

Scripting

  • Fully integrated object-oriented LinderScript scripting language with a C++ like syntax
  • Bytecode virtual machine
  • Standalone optimizing compiler
  • Purely object-oriented scripting solution where one can derive scripted classes from native C++ ones, there is no difference for the engine if some class contains scripted methods or not, in derived classes you can override some methods with LinderScript or leave them as inherited C++ methods at your own will.

Licensing

License Name Price in $US Source Code Included?
MIT Free Yes

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1 of 1 people found the following review helpful

Preliminary demonstartion of the built-in editor

  by 00000000000000000000000000000000 Sergey_Kosarevsky Jun 16, 2007 at 20:14

This is in-development footage of the build-in game editor. The editor is designed with "What You See Is What You Play" idea in mind and allows to inspect and modify many of game aspects directly during playtime.

http://www.youtube.com/watch?v=4NNDaf9tTkE

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Suggest Edits

Last edited Jan 13, 2012 at 12:02

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