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Last update:

March 19, 2005

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Luces Game Engine


[introduction] [features] [screenshots] [download] [source]

Features
The engine supports these features:
  • a triangle-splitting and very nice oct-tree; and frustum culling.
  • per-pixel, attenuated, multiple, directional, point and spot lights.
  • usage of static lightmaps, generated by Maya.
  • cubemap based spotlights w/ vertex programs.
  • a custom mesh/scene format, and custom exporter for Maya 4, 
  • complete scene graph.
  • jpg, tga, bmp, raw image support
  • decals, billboarded and projectured explosion style things, skybox, skydome, text output, a fullscreen window system, and such minor stuff.
  • tons of math functions.
  • a very versatile vector-based camera.
  • a neat resource-management system.
  • a 90% complete collision system (some bugs).
  • lots of collision functions.
  • these OpenGL extensions (but not limited to):

NV_vertex_program, NV_register_combiners,  NV_vertex_array_range2, ARB_multitexture, ARB_bgra, ARB_texture_compression, EXT_blend_minmax, EXT_compiled_vertex_array, EXT_point_parameters, EXT_secondary_color, EXT_seperate_specular_color, ARB_texture_cube_map, ARB_texture_env_add, ARB_texture_env_combine, ARB_texture_env_dot3.

Note : Well, NV extensions are removed for now, because I switched to an Ati card.

These are semi-supported:

  • keyframe animation : The previous one had a design flaw, now I am reimplementing it. I am adding smooth, bezier-based animation paths (old one had only linear and logarithmic).
There are not there:
  • AI
  • scripting
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