Shark 3D

Engine default


Spinor GmbH

Not specified


Supported Platforms:
Windows, Linux, Xbox, Xbox360, PS2

Languages Written In:
C/C++, Java

Languages Supported:
C/C++, Java

Graphics APIs:
OpenGL, DirectX

Not reviewed yet

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Shark 3D development kit for computer games.

Supported Features


  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Other Platform specific code and optimizations
  • Fixed-function
  • Stereo Rendering
  • Render-to-Texture
  • Fonts
  • GUI
  • All advanced rendering effects included in the engine SDK are implemented in separate, independent shader modules.
  • Optimizing bandwidth by taking advantage of console specific data pathes.
  • Optimizing bandwidth by storing vertex and index data in GPU memory or GPU accessable memory optimized for the particular platform.
  • Environment Mapping
  • Billboarding
  • Particle System
  • Sky
  • Water
  • Mirror Support for various mirroring effeects: reflections and refractions, static and mobile mirrors, transparent and opaque mirrors, including distortion effects in water.


  • Per-vertex
  • Per-pixel
  • Lightmapping
  • Anisotropic
  • A realtime light source may be a point light source or an extended light source generating soft shadows
  • HDR (high dynamic range) rendering


  • Shadow Mapping
  • Projected planar
  • Shadow Volume
  • Shader components for real-time full-scene shadowing
  • All objects in the world can cast shadows on all objects, including self-shadowing


  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Volumetric
  • Projected
  • Procedural Video files on textures


  • Vertex
  • Pixel
  • High Level
  • Provides a re-entrant modular shader system. This means that all rendering functionalities are completely moved into independent, decoupled shader component.
  • Shader linking: depending on the available hardware, the shader components are linked together for optimal execution performance at runtime.
  • Shader animation: Execution of specific shaders can be controlled dynamically.


  • Mesh Loading
  • Skinning
  • Platform specific mesh optimization. Optimize triangle and vertex ordering to take best advantage of vertex caching features of the particular hardware.
  • The mesh preparation tool can import or precalculate LOD stages of a mesh
  • Normal maps from highly detailed meshes

Scene Management

  • General
  • PVS
  • LOD Shark is designed for both indoor and outdoor scenes.


  • Forward Kinematics
  • Keyframe Animation
  • Skeletal Animation
  • Morphing
  • Facial Animation
  • Animation Blending
  • Fading and blending of bone-animations
  • Manual joint control
  • Allows a non-linear combination of several animations in real-time.
  • Skeletons can have any number of attachment points, e.g. for weapons.
  • The same bone-animation can be shared between different skeletons
  • The universal object hierarchy system internally is optimized to automatically minimize calculations using several optimization techniques


  • Rendering


  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Offers integrated and third-party physics solutions.
  • Including constraints such as ball-and-socket, hinge and hinge-two, and "keep-vertical".
  • Rigid body skeletons can drive mesh skinning for rendering
  • Generic motors
  • Computation time does not depend on number of objects in the level, but only on the number of active objects in the level.
  • Efficient collision object pair detection in large levels
  • Compact collision geometry storage
  • A standard module automatically generates physics collision sound and friction sound


  • Client-Server
  • Peer-to-Peer
  • Master Server
  • Offers integrated and third-party networking solutions.
  • Lag suppression by client controlled components
  • Multiple 3d states can be synchronized via network
  • Loading or creating many objects with minimized network traffic
  • Easy high-level networking management (connection, player, level, etc.)
  • Full control on byte-level
  • Platform independent

Artificial Intelligence

  • Scripted


  • 2D Sound
  • 3D Sound
  • Streaming Sound
  • Standard sound file formats include the WAV and ogg file formats
  • Standard backends include: Console hardware, DirectSound3D, OpenAL.
  • Sound sources are managed in a object space database

Tools & Editors

The Shark 3D editor is a flexible and open environment for configurating and manipulating engine components and properties. The integration and interaction with the engine and other tools provides optimal workflow for designers, artists and programmers.


  • Perch (proprietary scripting language)
  • Perch is compiled into efficient bytecode
  • Support for Java
  • Full unicode support
  • Supports Dynamic Resource Updates: scripts can be modified while the game is running.


License Name Price in $US Source Code Included?
Proprietary Unspecified No
Proprietary Unspecified Yes

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Last edited Dec 06, 2011 at 10:42

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