Horde3D

A powerful 3D graphic engine
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Horde3D Ranking & Summary

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  • Rating:
  • License:
  • LGPL
  • Publisher Name:
  • Nicolas Schulz
  • Operating Systems:
  • Windows All
  • File Size:
  • 3.2 MB

Horde3D Tags


Horde3D Description

Horde3D is a small and easy-to-use open source 3D rendering engine. It is written in an effort to create a graphics engine that offers the stunning visual effects expected in next-generation games while at the same time being as lightweight and conceptually clean as possible. Horde3D has a simple and intuitive interface accessible from virtually any programming language and is particularly suitable for rendering large crowds of animated characters in next-generation quality. Main features: General Features: Powerful graphics engine designed to meet the requirements of next-generation games Shader driven architecture with SM 2.0 compatible hardware as a minimum requirement Simple and lightweight overall design with very few dependencies, avoiding complexity where possible Clean object-oriented C++ code Simple and intuitive C-style DLL interface for easy integration with virtually any programming language Cross-platform compatible using OpenGL as rendering API Suitable for Augmented Reality (AR) and stereo applications Functionality for easy integration with game engines and other middleware like physics engines Resource Features: Robust resource management for avoiding unnecessary loading of data Garbage collection for handling resource dependencies Interface for loading data from files, streams or any type of archives Dynamic reloading of resources for more efficient development Loading of models and animations from optimized binary formats Loading of materials from a custom XML format Loading of shaders from a custom XML format including vertex and fragment shaders written in GLSL Loading of 2D and cubemap textures in jpg, png, tga, bmp, psd and HDR formats Loading of pipelines to quickly switch rendering techniques (e.g. from forward to deferred shading) Scene Features: Scene graph structure with hierarchical transformations and bounding volumes Unified scene system where world, models and skeletons are just scene graph branches and no special objects Loading of scene graph branches from XML files with complete orthogonality to API functions Optimized frustum culling on the scene graph using AABB trees Occlusion culling Level of detail support Possibility to attach scene nodes to joints (e.g. for character props) Access to vertex data for collision detection and interoperability with physics engines Ray collision queries and node picking Animation Features: Unified animation system working directly on scene graph Keyframe animation for joints and meshes Skeletal animation with up to 4 weights per vertex for articulated models Layered animation blending and mixing using masks and additive channels Inter-frame interpolation for smooth animations Access to joint data for dynamic animations and ragdoll physics Morph targets for facial animation and lip synchronization Visual Features: XML based customizable rendering pipeline with allocatable render targets and commands for rapid testing of different rendering techniques Postprocessing framework for effects like bloom, DOF or motion blur Support for forward rendering and different deferred shading techniques Support for High Dynamic Range (HDR) textures and lighting Support for almost all modern rendering techniques, including normal-mapped phong lighting and parallax mapping Support for real-time reflections and other techniques that require several cameras for rendering Realtime shadows based on Parallel Split Shadow Maps Shaders for materials and light source interaction Software skinning and vertex shader skinning for rendering hundreds of animated characters Fully integrated particle systems that can cast shadows and receive other effects like motion blur Overlays for rendering GUI elements and font Tool Features: Powerful Collada Converter for importing model data and animation from many widely used modelling packages Calculation of tangent space basis for bump mapping Optimization of geometry for GPU cache Powerful editor for composing scenes and developing shaders and rendering techniques


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