Delta3D:Delta3D是一個功能齊全的遊戲引擎,可用于遊戲,模拟或其他圖形應用。其子產品化設計內建了其他的開源項目,如‘開放場景圖’,‘開放動力學引擎’,‘人物動畫庫’和‘OpenAL’ 。Delta3D把這些開源項目內建到一個易于使用的應用程式程式設計接口中。下載下傳Delta3D 2.1.0 127MB / Windows XP。
NeoEngine:NeoEngine是一個全功能的用C++編寫的開源3D三維遊戲引擎。該引擎是多平台的,包括OpenGL和DirectX渲染功能,支援Windows ,Linux和Mac OS X系統,它提供了場景管理,頂點和像素着色,骨骼動畫和實體,腳本以及一個完全內建的工具鍊。NeoEngine 下載下傳位址。
RealmForge GDK Visual3D.NET :RealmForge是.NET3D遊戲引擎Visual3D.NET的前身。 Visual3D.NET的組成包括Visual3D架構,一個遊戲引擎,運作時系統,.Net 2.0應用架構,XNA架構,以及Visual3D設計師,一個類似于Visual Studio 2005的可定制的可視化設計工作區,和其他開發工具。下載下傳RealmForge 0.6.2 (81MB)。
Power Render:Power Render是一個為遊戲和3D圖形準備的軟體開發工具包。它為開發者提供了一個API,為藝術家準備了一些工具,這些工具可以實時預覽3ds Max、Maya和Lightwave的模型。新版本還可以預覽高動态範圍成像并支援OpenEXR檔案格式。下載下傳 Power Render 6 (35.1MB exe)。
Crystal Space:是一個在UNIX ,Windows和Mac OS X系統下使用的開源3-D SDK,它使用OpenGL或軟體來渲染,特色有:曲面,容積霧,動态彩色光線,地形引擎,LOD技術和程式帖圖等等。Crystal Space 1.2.1 (5 May 2008)下載下傳位址。
Genesis3D:是一個實時三維渲染環境,可以免費自由下載下傳。
最常用的開源遊戲引擎
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最常用的開源遊戲引擎
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最常用的開源遊戲引擎
xinec (組長)
最常用的開源遊戲引擎
2009/8/28 3樓 舉報
常見3D實體引擎概述
今天幫朋友找3D實體引擎的資料,以前也看過那麼多了,一直沒有總結過,今天順便整理一下.
1. Havok:
老牌的君王,支援功能如下:
http://www.havok.com
· Collision Detection - including Continuous Physics?
· MOPP? Technology - for compact representation of large collision meshes
· Collision spaces: Quad tree, hash space, and simple.
· Simulation method: The equations of motion are derived from a Lagrange multiplier velocity based model due to Trinkle/Stewart and Anitescu/Potra.
· A first order integrator is being used. It's fast, but not accurate enough for quantitative engineering yet. Higher order integrators will come later.
· Choice of time stepping methods: either the standard ``big matrix'' method or the newer iterative QuickStep method can be used.
· Contact and friction model: This is based on the Dantzig LCP solver described by Baraff, although ODE implements a faster approximation to the Coloumb friction model.
· Has a native C interface (even though ODE is mostly written in C++).
· Has a C++ interface built on top of the C one.
· Many unit tests, and more being written all the time.
· Platform specific optimizations.
· Other stuff I forgot to mention...
嘿嘿,這個就不用做過多的介紹了,國内使用和學習這個的人比較多了。隻是最近看到他的網頁上有這麼一句話:“Russell Smith is the primary author of ODE.”不知道是誰又傷害了這位仁兄。
· Collision spaces: Quad tree, hash space, and simple.
· Simulation method: The equations of motion are derived from a Lagrange multiplier velocity based model due to Trinkle/Stewart and Anitescu/Potra.
· A first order integrator is being used. It's fast, but not accurate enough for quantitative engineering yet. Higher order integrators will come later.
· Choice of time stepping methods: either the standard ``big matrix'' method or the newer iterative QuickStep method can be used.
· Contact and friction model: This is based on the Dantzig LCP solver described by Baraff, although ODE implements a faster approximation to the Coloumb friction model.
· Has a native C interface (even though ODE is mostly written in C++).
· Has a C++ interface built on top of the C one.
· Many unit tests, and more being written all the time.
· Platform specific optimizations.
· Other stuff I forgot to mention...
嘿嘿,這個就不用做過多的介紹了,國内使用和學習這個的人比較多了。隻是最近看到他的網頁上有這麼一句話:“Russell Smith is the primary author of ODE.”不知道是誰又傷害了這位仁兄。
· Collision spaces: Quad tree, hash space, and simple.
· Simulation method: The equations of motion are derived from a Lagrange multiplier velocity based model due to Trinkle/Stewart and Anitescu/Potra.
· A first order integrator is being used. It's fast, but not accurate enough for quantitative engineering yet. Higher order integrators will come later.
· Choice of time stepping methods: either the standard ``big matrix'' method or the newer iterative QuickStep method can be used.
· Contact and friction model: This is based on the Dantzig LCP solver described by Baraff, although ODE implements a faster approximation to the Coloumb friction model.
· Has a native C interface (even though ODE is mostly written in C++).
· Has a C++ interface built on top of the C one.
· Many unit tests, and more being written all the time.
· Platform specific optimizations.
· Other stuff I forgot to mention...
嘿嘿,這個就不用做過多的介紹了,國内使用和學習這個的人比較多了。隻是最近看到他的網頁上有這麼一句話:“Russell Smith is the primary author of ODE.”不知道是誰又傷害了這位仁兄。