NeoEngine
Website:
http://www.neoengine.org
Developer:
NeoEngine Community
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
NeoEngine is a 3D game engine, designed with platform independence as the main goal, achieved through small core drivers implemeted for each OS/API. The API presents the game programmer
using the engine with classes for space partitioning, scene hierarchy
management, file I/O, input (keyboard, mouse, joystick or any device
supported by the host OS), rigid-body physics simulation, renderstate
management and various effects such as particle systems, multitexturing
and dynamic shadows. Included are also an animation system for skinned
meshes with bones. The engine is targeted for game programmers who need an easy-to-use but
still powerful library for multi-platform development.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- Efficient generic containers (array, hashmap, balanced tree, any)
- Manager objects for core platform information and engine subsystems
- Smart pointers and reference counting for shared resources
- Radix sorter
- Platform-independent high-precision timers
- String utility methods
- Base functionality classes (hash, activator, exceptions)
- Platform and byte order independence
- Virtual file system
- Mount directories and packages anywhere in file system
- Package support through codecs (read/write) ZIP codec
- Wrapper streams classes for std streams and debuggers
- Fixed-function
- Render-to-Texture
- Fonts
- GUI Converters from Q3 maps (.bsp)
- Environment Mapping
- Particle System
Fog
Patches
Lighting
- Per-vertex
- Lightmapping
- Anisotropic Dynamic lights with integration to shaders System shaders and textures
Shadows
- Shadow Volume Dynamic shadows with integration to shaders System shaders and textures
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- Projected
- Load/save functionality through codecs
- PNG, JPEG, TGA, DDS codecs
- Image resize and format conversion
- Custom mipmaps
- Compressed formats (DXTn)
- Generic pixelformats
Shaders
- Vertex
- Pixel
- High Level
- Vertex and pixel shaders with support for vs1.x, vs2.x, ps1.x, ps2.x, arbvp, arbfp, atifs and nvrc targets
- Fixed-function "shading" language
- GLSL, vs3.x, ps3.x support
Meshes
- Mesh Loading Converters from Q3 models (.md3), Doom3 models and animations (.md5mesh, .md5anim), 3DSMax (.3ds), Lightwave (.lwo), Milkshape (.ms3d), and Maya 4.x exporter
Scene Management
- General
- BSP
- Octrees
- Occlusion Culling
- PVS
- Generic object with SRT data management and generic attributes
- Controller plugin architecture for extending objects
- Hierarchy management through controller
- Geometry for render, collision, occlusion and shadow processing
- Mesh as collection of geometries with LOD management
- Generic scene manager class
- Scene specializations (ABT, BSP, terrain)
- Scripting integration
Animation
- Keyframe Animation
- Skeletal Animation
- Animation Blending Scripting integration
Terrain
- Rendering
Physics
- Basic Physics
- Collision Detection
- Rigid Body
- Stacking and friction model
- Joints and constraints
- Ragdolls
- Scripting integration
Networking
- Peer-to-Peer
- Streams for TCP and UDP sockets
- Scripting integration
Sound
- 2D Sound
- Streaming Sound Supports OGG and WAV files
Scripting
There is a binding to Lua and another one for Java
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Mozilla Public License | Free | Yes | View Details |
| Free for dynamic and static linking in your project | |||
Last edited Sep 27, 2011 at 10:26
