| Results 1 - 10 of 12 engines. |
|
| Antiryad Gx |
1 |
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Rating:
(6 votes) |
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|
| Antiryad Gx is a cross platform 3d engine. It was tested by the creation of several projects in various studios which used some or the totality of the functionalities of the engine. Antiryad Gx is a product integrating a multitude of tools, mainly developed under Mandrake Linux. It allows to edit some levels of game, export 3d environments, create videos. The API is also acessible with C objects, C++ classes and with the embeded Gel virtual machine scripting language (the scripters have accesss to all Antiryad functions.).
All programming and graphics resources are completly platform independant, then a product developed in conformance with Antiryad API should work without modifications on all other supported platforms. |
| Author |
Arkham Development |
|
|
| Graphics API |
OpenGL, DirectX, Glide, Software |
Operating Systems |
Windows, Linux, MacOS, Amiga, DOS, Xbox, Playstation, PSP |
| Programming Language |
C/C++, BASIC |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Other: |
|
Scripting |
Proprietary Gel BASIC virtual machine langage. |
|
Built-in Editors |
| |
Mdraw: Bitmaps and textures editor. |
| |
Mapper: 3d object mapper, environment modification, 3d viewer. |
| |
Geltools: General tools for the Gel langage (simplified compilation). |
| |
Baseed: Base level editor. |
| |
Wbuilder: World builder and modeler. |
| |
Text editor: Text editor. |
| |
Resource editor: Windows editor for winbox interfaces. |
| |
Video tools: Tools to create and manage the movies. |
|
|
Physics |
Basic Physics, Collision Detection: |
|
Lighting |
Per-vertex, Per-pixel, Volumetric, Lightmapping, Radiosity: |
|
Shadows |
Projected planar: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected: |
|
Scene Management |
General, Portals, Octrees, Occlusion Culling, LOD: |
|
Animation |
Keyframe Animation, Skeletal Animation, Morphing, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning: |
|
Special Effects |
Environment Mapping, Lens Flares, Particle System, Water, Fire, Explosion, Fog: |
|
Sound & Video |
2D Sound, 3D Sound: |
|
Artificial Intelligence |
Pathfinding, Decision Making, Finite State Machines, Scripted: |
|
Rendering |
Fixed-function, Fonts, GUI: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Thu, 12 Aug 2004 |
Last Updated |
Mon, 15 Aug 2005 |
|
There are currently 6 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Free |
No |
Freeware license for freewares applications |
| Other/Custom |
Not public |
No |
Personnal license |
| Other/Custom |
Not public |
No |
Professional license |
| Other/Custom |
Not public |
No |
Enterprise license |
|
| CryENGINE |
2 |
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Rating:
(4 votes) |
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|
| Real time editing, bump mapping, static lights, network system, integrated physics system, shaders, shadows and a dynamic music system are just some of the state of-the-art features the CryENGINE offers. The CryENGINE comes complete with all of its internal tools and also includes the CryENGINE Sandbox world editing system. |
| Author |
Crytek |
|
|
| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Xbox, Playstation, GameCube |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System: |
|
Scripting |
Based on the popular LUA language. This easy to use system allows the setup and tweaking of weapons/game parameters, playing of sounds and loading of graphics without touching the C++ code. |
|
Built-in Editors |
| |
CryENGINE Sandbox: Is a real-time game editor offering "What you see is what you PLAY" feedback. |
| |
Objects and buildings created using 3ds max or Maya® are integrated within the game and editor. |
|
|
Physics |
Basic Physics, Collision Detection, Rigid Body, Vehicle Physics: |
|
Lighting |
Per-vertex, Per-pixel, Lightmapping, Gloss maps, Anisotropic: |
|
Shadows |
Shadow Volume: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General, Occlusion Culling, LOD: |
|
Animation |
Inverse Kinematics, Skeletal Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning, Progressive: |
|
Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog, Mirror: |
|
Terrain |
Rendering, CLOD: |
|
Networking System |
Client-Server: |
|
Sound & Video |
2D Sound, 3D Sound: |
|
Artificial Intelligence |
Pathfinding, Decision Making, Scripted: |
|
Rendering |
Fixed-function, Render-to-Texture: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Wed, 4 Aug 2004 |
Last Updated |
Never |
|
There are currently 3 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
Yes |
full source code and documentation. Direct support from R&D team. |
|
| fl3dge |
3 |
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Rating:
Not yet rated |
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|
| fl3dge, pronounces fledge, is a 3D game engine for computer games played in web browser with Flash player plug-in. It consists of a Flash based client and an application server in the back-end. It is designed for developing massive multi-player online role-playing games (MMORPG). Games developed with fl3dge can be played on multiple hardware/OS platforms, from any desktop/laptop computers to electronic tablets, PDAs, and multimedia smart phones.
|
| Author |
Guang Xu |
|
|
| Graphics API |
Other |
Operating Systems |
Windows, Linux, MacOS, Solaris, SunOS, HP/UX, FreeBSD, Irix, OS/2, Amiga, DOS, Xbox, Playstation, GameCube, GBA, PSP, N-Gage, BeOS |
| Programming Language |
Not specified |
Status |
Beta |
| Documentation |
No |
|
|
| Features |
|
General Features |
Other: |
|
Scripting |
Flash ActionScript |
|
Physics |
Collision Detection: |
|
Texturing |
Basic: |
|
Animation |
Keyframe Animation: |
|
Networking System |
Master Server: |
|
Sound & Video |
2D Sound, 3D Sound, Streaming Sound: |
|
Artificial Intelligence |
Pathfinding, Decision Making: |
|
Rendering |
Fixed-function: |
|
| Features: |
Not yet rated |
Ease of Use: |
Not yet rated |
| Stability: |
Not yet rated |
Support: |
Not yet rated |
| Date Added |
Mon, 6 Mar 2006 |
Last Updated |
Wed, 22 Mar 2006 |
|
Be the first to write a review for this engine!
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
No |
|
|
| Gamebryo 1 |
4 |
Show Details
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Rating:
(3 votes) |
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|
| Gamebryo is a cross-platform 3D graphics engine for PC, Xbox, PlayStation 2, and GameCube. The C++ API is highly optimized and customized for each platform and allows the programmer access to hardware capabilities of each individual platform. Gamebryo builds on the proven NetImmerse engine and includes the rendering, animation, and special effects features necessary to create any type of game, as well as outstanding performance to make that game great. See Gamebryo 2 for the newer engine that supports the latest platforms. |
| Author |
Numerical Design Limited |
|
|
| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Xbox, Playstation, GameCube |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System: |
|
Built-in Editors |
Run-Time Performance Analysis Tools: Time to render each object, Number of polygons rendered for each object, Culling vs. rendering statistics per object, and Profile of memory usage. |
|
Physics |
Collision Detection: |
|
Lighting |
Per-vertex, Per-pixel, Gloss maps: |
|
Shadows |
Shadow Mapping: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General, Portals, Occlusion Culling, PVS, LOD: |
|
Animation |
Inverse Kinematics, Forward Kinematics, Keyframe Animation, Skeletal Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning, Progressive: |
|
Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Fire, Explosion, Decals, Fog: |
|
Rendering |
Fixed-function, Render-to-Texture: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Wed, 7 Jul 2004 |
Last Updated |
Wed, 13 Jun 2007 |
|
There are currently 3 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
Yes |
Price not public. Please contact the authors of the engine for details. |
|
| Glacier Game Engine |
5 |
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Rating:
(1 votes) |
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|
| The Glacier Engine is a commerical quality game engine. It is the technology used to power Hitman : Contract, Hitman 2 Silent Assassin, Freedom Fighters and Hitman Codename 47. |
| Author |
IO Interactive |
|
|
| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Xbox, Playstation |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other: |
|
Scripting |
a flexible, object-oriented script that can be assigned to custom-programmed objects and thereby enable them to participate in the AI-state machine. The usage of scripts allows behavior to be changed at runtime. The language is event-driven and state-based. |
|
Built-in Editors |
| |
Visual Scene Editor. |
| |
Visual scene player. |
| |
Plug-ins for 3DS MAX, Photoshop and ProTools (the plug-ins). |
| |
The basic workflow supported by the Glacier components consists of producing primitives in commercial geometry editor, texture editors and sound tools like 3DS MAX, Photoshop and Protools, building the scene from the primitives in the Editor application and playing the scene in the Player |
|
|
Physics |
Basic Physics, Collision Detection, Rigid Body, Vehicle Physics: |
|
Lighting |
Per-vertex, Per-pixel, Volumetric, Lightmapping: |
|
Shadows |
Shadow Mapping, Shadow Volume: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping: |
|
Shaders |
Pixel, High Level: |
|
Scene Management |
General, LOD: |
|
Animation |
Inverse Kinematics, Keyframe Animation, Skeletal Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning, Progressive: |
|
Surfaces & Curves |
Splines, Patches: |
|
Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Mirror: |
|
Terrain |
Rendering, CLOD: |
|
Networking System |
Client-Server: |
|
Sound & Video |
2D Sound, 3D Sound, Streaming Sound: |
|
Artificial Intelligence |
Pathfinding, Decision Making, Finite State Machines, Scripted: |
|
Rendering |
Fixed-function, Render-to-Texture, Fonts, GUI: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Sat, 11 Sep 2004 |
Last Updated |
Sat, 11 Sep 2004 |
|
There are currently 1 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
Yes |
|
|
| Intrinsic Alchemy |
6 |
Show Details
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Rating:
Not yet rated |
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|
| A game engine created by Vicarious Vision, used to power Crash Nitro Kart, Madagascar The Game, Shrek 2 and many other games in relation to Vicarious Visions. |
| Author |
Vicarious Visions |
|
|
| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Linux, MacOS, Xbox, Playstation, GameCube, GBA |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other: |
|
Scripting |
|
|
Built-in Editors |
|
|
Lighting |
Per-vertex, Per-pixel, Gloss maps: |
|
Shadows |
Projected planar, Shadow Volume: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Procedural: |
|
Shaders |
High Level: |
|
Scene Management |
General: |
|
Animation |
Inverse Kinematics, Skeletal Animation, Animation Blending: |
|
Meshes |
Mesh Loading: |
|
Special Effects |
Environment Mapping: |
|
Rendering |
Fixed-function, Render-to-Texture, Fonts: |
|
| Features: |
Not yet rated |
Ease of Use: |
Not yet rated |
| Stability: |
Not yet rated |
Support: |
Not yet rated |
| Date Added |
Wed, 3 Aug 2005 |
Last Updated |
Tue, 27 Sep 2005 |
|
Be the first to write a review for this engine!
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
Yes |
Not Availbe to the public. |
|
| Lightsprint |
7 |
Show Details
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Rating:
Not yet rated |
Edit
|
| Realtime Radiosity engine - improves game illumination. Does both precomputed and true realtime calculated radiosity. Can render or be integrated as a subsystem of game renderer. Strengths: speed and low memory footprint (7 years of optimizations). |
| Author |
Lightsprint |
|
|
| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Linux, MacOS, Solaris, SunOS, HP/UX, FreeBSD, Irix, OS/2, Amiga, DOS, Xbox, Playstation, GameCube, GBA, PSP, N-Gage, BeOS |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Other: |
|
Physics |
Collision Detection: |
|
Lighting |
Per-vertex, Per-pixel, Lightmapping, Radiosity, Gloss maps: |
|
Shadows |
Shadow Mapping: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General: |
|
Meshes |
Mesh Loading: |
|
Special Effects |
Environment Mapping: |
|
| Features: |
Not yet rated |
Ease of Use: |
Not yet rated |
| Stability: |
Not yet rated |
Support: |
Not yet rated |
| Date Added |
Wed, 29 Apr 2009 |
Last Updated |
Wed, 29 Apr 2009 |
|
Be the first to write a review for this engine!
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Free |
No |
30 day Evaluation License |
| Other/Custom |
Not public |
No |
Day edition, Night edition, Architect edition |
| Other/Custom |
Not public |
Yes |
Source Licenses |
|
| Mobex3D |
8 |
Show Details
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Rating:
Not yet rated |
Edit
|
| Mobex3D is a general purpose 3D framework targeted at Pocket PCs, SmartPhones, PCs, Workstations and embedded devices. Providing scalability and expandability, Mobex3D can deliver performance on all platforms, by utilizing the hardware potential. |
| Author |
Notorious Solutions LTD, Firestorm SRL |
|
|
| Graphics API |
OpenGL, DirectX, Software, Other |
Operating Systems |
Windows, Linux, MacOS, Solaris, SunOS, FreeBSD, Xbox, Playstation, GameCube, PSP, N-Gage |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other: |
|
Scripting |
|
|
Built-in Editors |
PC emulator of all engine's platforms |
|
Physics |
Basic Physics, Collision Detection, Rigid Body: |
|
Lighting |
Per-vertex, Per-pixel, Volumetric, Lightmapping, Radiosity: |
|
Shadows |
Shadow Mapping, Shadow Volume: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General, BSP, Portals, Octrees, Occlusion Culling, PVS, LOD: |
|
Animation |
Inverse Kinematics, Keyframe Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning, Progressive, Deformation: |
|
Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather, Mirror: |
|
Terrain |
Rendering: |
|
Networking System |
Client-Server, Peer-to-Peer, Master Server: |
|
Sound & Video |
2D Sound, 3D Sound: |
|
Artificial Intelligence |
Pathfinding, Decision Making, Finite State Machines, Scripted: |
|
Rendering |
Fixed-function, Raytracing, Render-to-Texture, Fonts, GUI: |
|
| Features: |
Not yet rated |
Ease of Use: |
Not yet rated |
| Stability: |
Not yet rated |
Support: |
Not yet rated |
| Date Added |
Thu, 8 Dec 2005 |
Last Updated |
Never |
|
Be the first to write a review for this engine!
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
Yes |
Price varies on situation and level of our involvment required |
|
| OpenSceneGraph |
9 |
Show Details
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Email author
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Rating:
(9 votes) |
Edit
|
| OpenSceneGraph is an portable, high level graphics toolkit for the development of high peformance graphics applications such as flight simulators, games, virtual reality or scientific visualization. Providing an object orientated framework on top of OpenGL, it frees the developer from implementing and optimizing low level graphics calls, and provide many additional utilities for rapid development of graphics applications. |
| Author |
Robert Osfield and Don Burns |
|
|
| Graphics API |
OpenGL |
Operating Systems |
Windows, Linux, MacOS, Solaris, SunOS, FreeBSD, Irix, Playstation |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System: |
|
Scripting |
| |
Lua scripting provided via OsgVortex plugin. |
| |
Supports also python through pyOSG external plugin |
|
|
Built-in Editors |
osgedit: allows editing some of the features in scenegraph |
|
Physics |
Basic Physics, Collision Detection, Rigid Body: |
|
Lighting |
Per-vertex, Anisotropic: |
|
Shadows |
Projected planar, Shadow Volume: |
|
Texturing |
Basic, Multi-texturing, Mipmapping, Projected: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General, Occlusion Culling, LOD: |
|
Animation |
Keyframe Animation, Skeletal Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning: |
|
Special Effects |
Environment Mapping, Billboarding, Particle System, Mirror: |
|
Terrain |
Rendering, CLOD: |
|
Sound & Video |
2D Sound, 3D Sound, Streaming Sound: |
|
Rendering |
Fixed-function, Render-to-Texture: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Wed, 4 Aug 2004 |
Last Updated |
Mon, 26 Jun 2006 |
|
There are currently 7 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| LGPL |
Free |
Yes |
|
|
| Q Engine |
10 |
Show Details
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Email author
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Review or Rate this Engine |
Rating:
(1 votes) |
Edit
|
| The Q engine is a traditional scene-graph retained mode API combined with a cell-portal system to connect multiple scene graph spaces known as zones together. This group of APIs comprises the world management system of Q.
The world management system uses a persistent object-database combined with an object management system to request and preload assets required to simulate and render a scene. Q supports an unlimited size of world database, the gating factor on performance being the number and size of zones in scope, i.e. the number and complexity of scene graphs being rendered and simulated.
Q is designed to work as a streaming engine where new zones can be preloaded from CD while old zones are swapped out of memory. The key that enables Q to make this work lies in the ability to author and validate content to a fixed memory cache size and given load bandwidth with QStudio.
Q also supports an innovative LOD management system that streams higher mesh and texture detail from the CD once all essential assets have been loaded. |
| Author |
Qube Software Ltd. |
|
|
| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Linux, Xbox, Playstation |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design: |
|
Scripting |
|
|
Built-in Editors |
|
|
Lighting |
Per-vertex, Gloss maps: |
|
Shadows |
Projected planar: |
|
Texturing |
Basic, Multi-texturing: |
|
Scene Management |
General, BSP, Portals, Octrees, LOD: |
|
Animation |
Keyframe Animation: |
|
Meshes |
Mesh Loading, Skinning: |
|
Special Effects |
Particle System, Sky: |
|
Terrain |
Rendering: |
|
Sound & Video |
2D Sound, 3D Sound, Streaming Sound: |
|
Rendering |
Fixed-function, Render-to-Texture: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Fri, 6 Aug 2004 |
Last Updated |
Never |
|
There are currently 1 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Free |
No |
Free for Windows and Linux development, no support |
| Other/Custom |
$16,800.00 |
No |
One years support for Windows and Linux development |
| Other/Custom |
$31,200.00 |
No |
One years support for all platforms including PS2 and XBox |
|
New features Updated features
|