Linderdaum Engine
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)
- Overview
- User Reviews
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.
- Screenshots
- Videos
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? | Additional information |
|---|---|---|---|
| MIT | Free | Yes | |
Preliminary demonstartion of the built-in editor
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
Last edited Jan 13, 2012 at 12:02




