Engine default


Martin Ecker

Not specified


Supported Platforms:
Windows, Linux

Languages Written In:

Languages Supported:

Graphics APIs:
OpenGL, DirectX

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XEngine is a platform- and rendering-API-independent 3D engine for real-time visualization with support for programmable graphics pipeline architectures. The engine aims at flexible support for many of the shading languages available today, so that existing shaders can easily be re-used.

Supported Features


  • Object-Oriented Design
  • Plug-in Architecture
  • By design, XEngine is meant to be used with programmable 3D graphics hardware. It is especially not intended to be used with older graphics hardware with no shader support whatsoever, even though it will run on those cards
  • math class that supports distance calculations and an eigen solver
  • Fixed-function
  • Render-to-Texture
  • Efficient vertex and index buffers (using ARB_vertex_buffer_object in OpenGL and vertex/index buffers in Direct3D)
  • Specializes in shaders
  • Sky Waves and Skyboxes
  • Splines
  • Support for clamped, natural, and catmull cubic splines
  • Kochanek Bartels and bezier curves


  • Per-vertex
  • Per-pixel supports fixed-function and programmable lighting models.


  • Basic
  • Multi-texturing
  • Projected
  • 1D, 2D, 3D, and cube map textures
  • Texture generator for generating normalization cube maps, noise textures, and other useful textures
  • Supports DDS, TIFF, BMP, JPEG, PNG, PNM, XPM, and all supported files on DevIL


  • Vertex
  • Pixel
  • High Level
  • XEngine supports a wide range of shading languages, most of them on all renderers using special cross-compilers. All the shading languages can be used with both the Direct3D and the OpenGL renderer unless otherwise noted. For most of them XEngine provides its own parser
  • Supported shaders: NV_vertex_program, NV_vertex_program1_1, NV_vertex_program2, ARB_vertex_program, ARB_fragment_program, ATI_text_fragment_shader, DirectX vertex shader assembler 1.0 and 1.1, DirectX pixel shader assembler 1.0, 1.1, 1.2, and 1.3, HLSL (DX9 only), Cg vertex program, Cg fragment programs.
  • Internel Cg runtime


  • Mesh Loading
  • Progressive
  • Mesh class that uses hardware vertex and index buffers
  • Support for 3DS and MD2 models


  • Rendering


License Name Price in $US Source Code Included?
ZLIB Free Yes

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Last edited Sep 27, 2011 at 10:26

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