A highly scriptable 3d engine, that uses lua for all the game/tool coding required. No extra compilers required, download and start with just a texteditor. Free documentation and sample code available.
Meant for development of not-too complex games or rapid prototyping of games/tools. Mostly suited for shareware type game makers and/or hobbyists.
No screenshots available.
- Object-Oriented Design
- Lua’s package mechanism allows custom dlls to be loaded. The core luxinia api for lua is object oriented and provides many classes and functions. The documentation is available for free, and can be auto-generated when new versions are releaed.
- Linux port is in the works. No OS depedent libraries were used.
- The renderer is mostly made for geforce2/3 generation cards, but allows Cg as well.
- A gui system coded in lua comes with the default package.
- Environment Mapping
- Particle System
- Depth of Field
- Motion Blur
Because of the scriptable nature of the engine, many effects can be achieved by the user. The Material/Shader/Particle script allow a lot of customization.
- More advanced shading can be achieved by user’s Cg or ARB_vertex/fragment programs.
- By default fixed function is used for lighting and supports 1 sun light and up to 3 effect lights (closest from the node).
- Shadow Mapping
- Projectors can be used to project texture shadows on surfaces.
- Stencil shadow volumes support.
Material script allows combining multiple textures, animating their texture coordinates and so on. It is tied with the shader-script that works well for multi-texturing on older cards as well.
- High Level
A custom shader-script allows use of ASM gpu programs or HighLevel Cg. It also allows lots of texture combiners for older cards. The internal compiler will try to make best use of opengl extensions to minimize passes.
- Mesh Loading
- Cinema4D and 3dsmax exporters exist.
- A command line tool can convert md3, 3ds, obj, ms3d and bsp (q3) to luxinias format. Collada, b3d and fbx support to come.
A smarter form of the Octree automatically collapses to quadtree, and divides space not in strict volume sizes but best-fit
- Inverse Kinematics
- Skeletal Animation
- Animation Blending
Bones can be controlled individually by the user from lua as well.
A heightmap based terrain with tile-textures will be unlocked in a future version
- Basic Physics
- Collision Detection
- Rigid Body
- Vehicle Physics
ODE is used to drive collision and physics
- 2D Sound
- 3D Sound
OpenAL renders the sound. .wav support in, .ogg to come
- The whole engine is meant to be scripted with Lua. No C/C++ is needed, nor any special compilers to get a game developed
- A interactive tutorial mode guides the user thru more and more features of the engine, and presents sourcecode needed and outcome of it.
||Price in $US
||Source Code Included?
|Free for non-commercial.