Sylphis 3D
Website:
http://devnet.sylphis3d.com/
Developer:
Harry Kalogirou
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows, Linux
Languages Written In:
C/C++
Languages Supported:
C/C++
Graphics APIs:
OpenGL
Rating:
(1 review)
- Overview
- User Reviews
Sylphis 3D is a state-of-the-art 3D engine that provides an easy to use but also powerful tool for creating very realistic interactive 3D virtual environments.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Automatic memory management and garbage collection
- Truetype font support
- Fixed-function Stackable post-process effects (Glare, motion blur, old film, etc)
- Motion Blur
- Sky
- Supports dynamic day/night cycles with procedural skies.
- High dynamic range (HDR) rendering
- Bloom and glow effects
Lighting
- Per-vertex
- Per-pixel
- Gloss maps
- Per-Pixel lighting (diffuse, specular, glossmaped bump mapping)
- Filtered lights
Shadows
- Shadow Volume Beam-tree optimized realtime shadows
Texturing
- Basic
- Multi-texturing
- Procedural
- Procedural texture-mapping
- Loadtime image manipulation: contrast, brightness, mixing
- Convertion from height maps to normal maps
- Combination of any number of height maps and normal maps to one normal map
- Texture coordinate manipulation : scale, rotate, scroll
- Supports PNG, TGA and JPEG image formats
Shaders
- Vertex
- Pixel
- High Level
Meshes
- Mesh Loading
- Progressive
Scene Management
- BSP
- Portals
- A combination of BSP-Portal rendering system
- Object oriented scene management
Animation
- Skeletal Animation
- Animation Blending
- Skeletal based animation with vertex blending
- Bone animation override
Physics
- Collision Detection
- Rigid Body
- Vehicle Physics
- Per polygon collision detection and motion clipping; varius collision primitives : sphere, box, capsule, cylinder
- Joints between bodies : hinge, ball-socket, double-hinge
- Rigid body dynamics (realistic physics simulation)
Sound
- 2D Sound
- 3D Sound
- Streaming Sound
- Moving sound sources, and listeners with sound pitching(doppler effect simulation)
- Enviroment accoustics simulation
- Support for EAX
- Streaming and precached loading of audio data
- WAV, OGG wave file support
Tools & Editors
- Intergraded development environment(SDE). While the engine is running you can start the SDE end debug the code on the fly (Inspect variables, set breakpoints, etc)
- Easy user interface building
Scripting
- Fully Python scripted and everything is script controled. Includes a script console.
- Scripts can be attached to almost everything.
- Green-threads for clean game code. These are not system threads and have no overhead as system threads. Sylphis can run hundreds of threads in run state with no performance cost.
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| GPL | Free | Yes | View Details |
| Open source under GPL | |||
Impressive
We had the opportunity to evaluate the Sylphis 3D engine for the last 3 months, as me and my team was granted a copy of the SDK to use it in our game. The engine is a fully featured DOOM 3 level game engine. Visualy the engine is a fully featured new-gen engine with unified lighting and shadowing. It has intergraded physics with rigid bodies and several types of joints. In general it is a well coded engine that is in general fast with good framerates. The thing that I would like to remark is the game code framework. It is my personal opinion that it is the most well crafted game architecture. The use of Python as a scripting language along with the microthreads system makes game code programming natural. You just have to see the Signal-Action system. A system that allows to bind actions to bare object method calls in the editor! In the future all engines will be coded like that for sure!
On the other side the cons are that there is almost no documentation. But the simplicity and flowness of the code makes up for it. An other problem is that the engine in under constant development and things are not stable yet.
Last edited Dec 28, 2011 at 13:11
