Horde3D
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Original author(s) | Nicolas Schulz |
---|---|
Developer(s) | The Horde3D Team |
Repository | |
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[edit]
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[edit]
The engine contains a number of bindings to various languages including C#, Java, Python, Lua, Squirrel, GML (GMHorde3D)[11]
Games using the engine[edit]
The following commercial games use the Horde3D engine:[2]
Title | Year | Developer |
---|---|---|
Offroad Legends | 2012 | DogByte Games |
Redline Rush | 2013 | DogByte Games |
Timelines: Assault on America | 2013 | 4Flash Interactive |
References[edit]
- ^ Nüscheler, Christoph (16 October 2013). "Building the GameEngine on Linux (experimental)". University of Augsburg. Retrieved 18 July 2014.
Since Linux support is still experimental, feedback will be highly appreciated.
- ^ a b http://horde3d.org/
- ^ "Horde3D". Sourceforce. Retrieved 2014-01-24.
- ^ "Horde3D - Next-Generation Graphics Engine". Launchpad. rebel. March 4, 2010. Retrieved 2014-01-24.
- ^ "Horde3D". GLFW. February 7, 2010. Retrieved 2014-01-24.
- ^ http://devmaster.net/devdb/engines/horde3d[dead link]
- ^ 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. Retrieved January 21, 2014.
- ^ "Official Horde3D Scene Editor released". Khronos Group. November 13, 2007. Retrieved 2014-01-17.
- ^ "Horde3D SDK v.0.5 OpenGL 2.0-based lightweight engine for rendering large crowds of animated characters". Khronos Group. September 25, 2006. Retrieved 2014-01-17.
- ^ "Horde3D Physics Library Integration". Bullet Physics Library. October 12, 2007. Retrieved 2014-01-17.
- ^ "Language Bindings". Retrieved 2014-01-24.