Engines
| motion - 3d engine, C++ (2003-2004) | status: 85% |
This engine is being developed in parallel with RCmania. As a software rendering engine, it fits right in the project. However, in the future, it will be possible to plug-in any type of rendering engine that uses any type of graphics library. The code is highly portable and has already been tested in Windows, WindowsCE, Linux and MacOS-X. I am very close to achieving the goals that I set for RCmania in the beggining of that project. This is probably my last software rendering engine, so I wan't to make it the best possible within my reach. |
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Features of the engine:
Features of the engine's software renderer:
To be implemented:
And maybe also:
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| steam - 3d engine, Delphi (2001-2002) | status: 100% |
Download:
After playing with hardware rendering for a while I decided to go back and restart from scratch. The reason why I did this was because I really wanted to make a fast and full-featured software rendering engine, so this was my first attempt. I then decided to keep an implementation close to OpenGL and Direct3D on the low-level side of the engine. This option would allow me to expand easily in the future. I didn't achieve all my goals with this engine, but it was a good experience, it always is. This project would eventually evolve to a more advanced state when I decided to port the code to C++ and change the name from "steam" to the old "motion". I changed the name because meanwhile Valve took the liberty to make Steam a trademark. Features:
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| motion3d - 3d engine, Delphi (2000-2001) | status: 100% |
Download:
Back in 2000, I decided to stop the hyper64 development for a while so I could learn more about hardware 3d rendering. My last experience with hardware at the time was when I recoded portions my first software 3d engine, the one used in hyper's samples, to the 3dfx Glide API. It is a very simple API when compared with OpenGL which was more powerfull, so it seemed like a logical step. This engine is very minimalist, reads and displays models and quake3 maps without any visibility processing. So it's probably as simple as an engine can get. |
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| hyper64 - 2d engine, Delphi (2000-2002) | status: 100% |
Bookmarks:
Hyper64 is a 2d engine for Windows that works on Win95, Win98/WinME and WinNT/2K/XP. It's built on top of DirectDraw to take advantage of hardware acceleration on certain operations. Taking advantage of hardware operations, hyper64 can be really fast if properly used. It follows the same interface design that was exposed in hyper32, but takes it to a whole new level. |
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| hyper32 - 2d engine, Pascal (1998-2000) | status: 100% |
Bookmarks:
Hyper32 is a 2d engine for DOS. It works with VGA and VESA, 8 and 16bit modes. It is highly asm optimized and has a really easy and intuitive interface. |
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