Genesis Device

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Genesis Device Engine
Developed by Luuk van Venrooij
Latest release Build 62 / November 14, 2007
Written in Object Pascal
OS Microsoft Windows
Genre Game engine
License GNU Lesser General Public License
Website http://www.GenesisDevice.net/

Genesis Device is the name for a recently-released game engine created by Luuk van Venrooij, based in the Netherlands. The Genesis Device engine was created in aspiration of games such as Oblivion, Crysis, Enemy Territory: Quake Wars, and S.T.A.L.K.E.R., with a purpose of allowing developers to use it in creating their first-person shooter games in large environments. The engine has been out for little time, but has seen much attention from program development groups, including the Pascal Game Development site, many hobby sites, and even the OpenGL home page.

Contents

[edit] Features

An example of the engine running with full shaders running. Shows example of water.
An example of the engine running with full shaders running. Shows example of water.
An example of the engine running with Bloom effect, showing HDR effects.
An example of the engine running with Bloom effect, showing HDR effects.

[edit] General

  • Uses OpenGL
  • Supports the full OpenGL 2.1 specifications
  • Anti-aliasing (up to 8x)
  • Bilinear and trilinear filtration
  • Anisotropic filtration (up to 16x)
  • Widescreen support
  • Arbitrary resolution support
  • Vertical synchronization control
  • Auto detection of video card capabilities
  • Supported video cards:
    • NVIDIA GeForce FX 5600 - 5900 (NV3x)
    • NVIDIA GeForce 6600 - 6800 (NV4x)
    • NVIDIA GeForce 7600 - 7950 (G7x)
    • NVIDIA GeForce 8600 - 8800 (G8x)
    • ATI Radeon 9500 - 9800 (R3xx)
    • ATI Radeon X300 - X850 (R3xx - R4xx)
    • ATI Radeon X1300 - X1950 (R5xx)
    • ATI Radeon X2900 (R6xx)

[edit] Lighting

[edit] Shadows

[edit] Materials

[edit] Special Effects

  • Fog
  • Water
  • Skydome
  • In-game GUI

[edit] HDR

  • Bloom
  • Glow

[edit] Post-processing

  • Post-processing system with custom shader support using GLSL
  • Grayscale filter

[edit] Base Objects

  • Mesh (static geometry)
  • Terrain (heightmap-based)
  • Foliage (partical based)
  • Water (grid based)

[edit] Scene Management

  • Dynamic Octree-based subdivision
  • Software occlusion culling
  • Hardware occlusion culling

[edit] Physics

  • Uses Newton Physics Engine
  • FPS Character controller
  • Rigid body physics
  • Comprehensive set of geometric primitives:
    • Convex hull for map and mesh collision
    • Sphere
    • Capsule
    • Box
    • Mesh
    • Cylinder
  • Fluid buoyancy

[edit] Scripting System

  • Uses Pascal Script

[edit] GUI System

  • Mouse Cursor
  • Buttons
  • Progress Bars

[edit] Sound

  • Uses FMOD sound library
  • Music file playback
  • Sound file playback

[edit] System

  • Supports x86 CPU architecture
  • Multicore CPU support
  • Support for Windows 2000/XP/2003/Vista
  • Supports the Deled Map Files 3D object format
  • Supported image formats:
  • Supported sound formats:

[edit] Known Issues and Problems

For a while, the engine had problems with water showing right on ATI cards, but this has recently been fixed. At the moment, there are no known issues, or 'bugs'.

[edit] External links