Software:Horde3D
Original author(s) | Nicolas Schulz |
---|---|
Developer(s) | The Horde3D Team |
Written in | C++ |
Operating system | Microsoft Windows, Mac OS X, Linux (experimental)[1] |
Available in | English |
Type | Graphics rendering engine |
License | EPL |
Website | www |
Horde3D is an open-source cross-platform graphics engine.[2] Its purpose and design is similar to that of OGRE with the primary goal being lightweight for next-generation video games.[3] The engine is also particularly suited for large crowd simulations.[4] The engine is also compatible with GLFW.[5] The major part of the graphics engine was originally written for the indie group pyropix and development is now continued at the University of Augsburg.
Design
The engine is primarily designed for an object-oriented approach to scene rendering.[6][7] It also features a Scene Editor that can design shaders with support for plugins including physics.[8] The engine was originally built on top of OpenGL 2.0[9] A plugin to use the engine with the Bullet Physics API also exists.[10]
Languages
The engine contains a number of bindings to various languages including C#, Java, Python, Lua, Squirrel, GML (GMHorde3D)[11]
Games using the engine
The following commercial games use the Horde3D engine:[2]
Title | Year | Developer |
---|---|---|
Offroad Legends | 2012 | DogByte Games |
Redline Rush | 2013 | DogByte Games |
Timelines | 2013 | 4Flash Interactive |
Offroad Legends 2 | 2014 | DogByte Games |
Off The Road | 2018 | DogByte Games |
References
- ↑ Nüscheler, Christoph (16 October 2013). "Building the GameEngine on Linux (experimental)". University of Augsburg. http://www.hcm-lab.de/projects/GameEngine/doku.php/docs:installation:linux. "Since Linux support is still experimental, feedback will be highly appreciated."
- ↑ 2.0 2.1 "Home". http://horde3d.org/.
- ↑ "Horde3D". Sourceforce. 29 April 2013. http://sourceforge.net/projects/horde3d/.
- ↑ "Horde3D - Next-Generation Graphics Engine". rebel. March 4, 2010. https://launchpad.net/horde3d.
- ↑ "Horde3D". GLFW. February 7, 2010. http://www.glfw.org/Horde3D.html.
- ↑ "Horde3D (Engine) | DevMaster". http://devmaster.net/devdb/engines/horde3d.
- ↑ Ido A. Iurgel; Nelson Zagalo; Paolo Petta (24 November 2009). Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portugal, December 9-11, 2009, Proceedings. Springer. p. 266. ISBN 978-3-642-10642-2. https://books.google.com/books?id=8_QKE9bSUYQC&pg=PA266. Retrieved January 21, 2014.
- ↑ "Official Horde3D Scene Editor released". Khronos Group. November 13, 2007. http://www.opengl.org/news/comments/official_horde3d_scene_editor_released/.
- ↑ "Horde3D SDK v.0.5 OpenGL 2.0-based lightweight engine for rendering large crowds of animated characters". Khronos Group. September 25, 2006. http://www.opengl.org/news/comments/horde3d_sdk_v05_opengl_20_based_lightweight_engine_for_rendering_large_crow/.
- ↑ "Horde3D Physics Library Integration". Bullet Physics Library. October 12, 2007. http://bulletphysics.org/wordpress/?p=24.
- ↑ "Language Bindings". http://horde3d.org/wiki/index.php5?title=Language_Bindings.
External links
Original source: https://en.wikipedia.org/wiki/Horde3D.
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