Linderdaum Engine

36d54ae8 bcbc 431b 913a a8720c6244be


Sergey Kosarevsky, Viktor Latypov

Not specified


Supported Platforms:
Windows, Linux, Google Android

Languages Written In:

Languages Supported:

Graphics APIs:

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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


  • 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


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


  • Shadow Mapping PCF shadow maps


  • 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


  • Vertex
  • Pixel
  • High Level GLSL 1.20 shaders


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

Scene Management

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


  • Forward Kinematics
  • Keyframe Animation


  • Rendering 8 and 16-bit heightmap data sources

Artificial Intelligence

  • Finite State Machines
  • Scripted Events system


  • 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


  • 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.


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.

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Last edited Jan 13, 2012 at 12:02

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