PixelLight

F18a4b24 aeef 4811 b6cd 1b282274ec66

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

Editor:
None (be one!)

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.

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?
MIT Free Yes

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Last edited Jun 09, 2013 at 03:08

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