APOCALYX 3D Engine

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APOCALYX 3D Engine
Developed by Leonardo Boselli
Latest release 0.9.2 / 30 April 2008
Platform Windows
Genre 3D graphics engine
License GNU Lesser General Public License
Website http://apocalyx.sourceforge.net/

APOCALYX 3D Engine is a game engine based on OpenGL, OpenAL and other free libraries.

[edit] Description

The engine includes features such as the rendering of sky boxes, cloud layers, lens flares, flat terrains and height fields even with reflections, infinite terrains, wavy surfaces, sprites, billboards, meshes with diffuse, gloss, environment and bump mapping, particles emitters, planar shadows, the loading of 3DS and OBJ meshes, the animation of MD2, MD3, MS3D, MDL and Cal3D models, the loading of BSP levels with collision detection and lightmaps, the support for OpenGL vertex and fragment programs and the support of the GLSL language for vertex and fragment shaders, the playback of MIDI, OggVorbis and MP3 soundtracks, the spatialization of 3D sound, the capture of sound samples, the management of compressed data and a particle-based physics engine suitable for the simulation of flags, cloths and articulated, soft or rigid bodies.

The engine also includes and provides easy access to libraries such as the Open Dynamics Engine, the ColDet Collision Detector, the Cal3D Animation Library, the ESpeak speech synthesizer, the Lua (programming language) to describe and control the scenes without any recompilation, the Tiny C compiler for fast compilation of C time-critical code and the C Scripting Language, the AngelScript Language and the SMALL language. Then, to help the development of interesting AI, the engine also uses the MicroPather library (for A* path finding algorithms), the OpenSteer library (for the implementation of steering behaviors) and a library to define and control finite state machines.

Finally, to layout the graphical user interface, the engine includes the AntTweakBar library (for simple dialog boxes to tweak scene parameters), the GLGooey library (for complex GUIs with a complete set of widgets internal to the game window) and the IUP library (for complex GUIs external to the game window).

The engine is completely scripted and no recompilation is needed to create new games or demos.

[edit] External links