PixelLight
Website:
http://www.pixellight.org/
Developer:
Stefan Buschmann and Christian Ofenberg
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows, Linux
Languages Written In:
C/C++
Languages Supported:
C/C++
Graphics APIs:
OpenGL
Rating:
Not reviewed yet
- Overview
- User Reviews
PixelLight is an open-source, cross-platform 3D application framework written in C++. It currently supports Windows and Linux, and a mobile port for Maemo 5 is on the way. PixelLight has a highly plugin driven architecture with plugins for many third-party middleware such as sound and physics engines, input devices etc. It has a modern deferred shader renderer and currently supports both OpenGL and OpenGL ES 2.0.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Plug-in Architecture
- Save/Load System
- RTTI with attributes, methods, signals, slots and properties
- SpaceMouse (SpaceNavigator, SpacePilot and so on) support
- Wii Remote support
- Fixed-function
- Deferred Shading
- Render-to-Texture
- Fonts
- GUI
- There are fixed functions and shaders based compositing layers to support a broad range of graphics cards
- Fixed function: For legacy hardware without shader support and just fixed build in graphics features
- Forward: A classic forward renderer using shaders. Each object is drawn per light again.
- Deferred: A modern deferred renderer approach performing for example lighting in image space
- Scene rendering is usually using Über-shaders to enable many shader features, while using just the currently required features
- Layers with debug information like wireframe, scene node icons, scene node names and so on
- Environment Mapping
- Lens Flares
- Billboarding
- Particle System
- Depth of Field
- Fog
Lighting
- Per-vertex
- Per-pixel
- Volumetric
- Lightmapping
- Gloss maps
- Several types of light sources: directional, omnidirectional, spot, omnidirectional projective and projective spot
- HDR, Reinhard tone mapping, light adaptation, HDR bloom
- Gamma correction
- Volumetric light scattering and depth fog
- Glow
- SSAO with implementations for HBAO and HDAO
- Material features like diffuse and opacity mapping, normal mapping, detail normal mapping, parallax mapping, two sided lighting, specular and gloss mapping, ambient occlusion mapping, light mapping, emissive mapping, glow mapping, fresnel reflection, spherical environment mapping, cubic environment mapping, reflectivity mapping
Shadows
- Shadow Mapping
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- Volumetric
- Projected
- Procedural 1D, 2D (and rectangle), 3D and cube textures
Shaders
- Vertex
- Pixel
- High Level
- GLSL and Cg shader languages supported
- Vertex, geometry and fragment shaders
Meshes
- Mesh Loading
- Skinning
Scene Management
- General
- Portals
- Octrees
- Occlusion Culling Flexible scene graph
Animation
- Skeletal Animation
- Morphing
Physics
- Basic Physics
- Collision Detection
- Rigid Body
- Newton Game Dynamics backend
- Experimental ODE backend
- Experimental PhysX backend
Sound
- 2D Sound
- 3D Sound
- Streaming Sound
- OpenAL backend
- FMOD and FMOD Ex backends
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| LGPL | Free | Yes | |
Last edited Sep 27, 2011 at 10:26
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