nGENE Tech

Engine-default

Website:
http://ngene.wikidot.com

Developer:
Wojciech Toman

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows

Languages Written In:
C/C++

Languages Supported:
C/C++

Graphics APIs:
DirectX

Rating:
Not reviewed yet

Editor:
None (be one!)

nGENE Tech is a flexible and easy to use object-oriented 3D game engine written in C++. It features advanced renderer, integration with PhysX and much more. By default it comes with DirectX deferred shading renderer but thanks to high level of abstraction additional renderers can be easily provided.

Supported Features

General

  • Object-Oriented Design
  • Save/Load System
  • event-driven
  • maths library
  • helper classes and methods
  • Fixed-function
  • Raycasting
  • Deferred Shading
  • Render-to-Texture
  • Fonts
  • GUI

  • Billboarding
  • Particle System
  • Depth of Field
  • Sky
  • Water
  • Fire
  • Fog
  • SSAO
  • HDR
  • bloom
  • conversion filters (pixelize, Black&White, sepia, cel-shading, water color etc.)
  • own realistic water rendering technique
  • Preetham daylight model
  • dynamic procedural clouds with scattering
  • soft volumetric particles

Lighting

  • Per-vertex
  • Per-pixel
  • deferred shading
  • Preetham daylight model
  • HDR

Shadows

  • Shadow Mapping soft shadows

Texturing

  • Basic
  • Mipmapping
  • Procedural

Shaders

  • Vertex
  • Pixel
  • High Level
  • custom material system
  • rich library of built-in shaders

Meshes

  • Mesh Loading
  • 3ds and x files supported
  • prefabs

Scene Management

  • General
  • Octrees
  • LOD
  • quadtrees
  • radar approach frustum culling

Terrain

  • Rendering
  • Splatting distribution layers

Physics

  • Basic Physics
  • Collision Detection
  • Rigid Body
  • provided through PhysX engine
  • character controllers
  • force fields

Tools & Editors

WYSIWYG editor written in .NET

Scripting

Lua and XML support

Licensing

License Name Price in $US Source Code Included?
Proprietary Free Yes
Free to use

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Suggest Edits

Last edited Dec 06, 2011 at 10:42

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