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Re: [Nel] NeL 3D Library : Features


From: Cyril 'Hulud' Corvazier
Subject: Re: [Nel] NeL 3D Library : Features
Date: Mon, 25 Feb 2002 17:49:32 +0100

Hi Loïc,
Give me some days to give you a feedback on this :-)

-h

----- Original Message -----
From: "Loic Dachary" <address@hidden>
To: <address@hidden>
Sent: Monday, February 18, 2002 7:28 PM
Subject: RE: [Nel] NeL 3D Library : Features


> Daniel Miller writes:
>  > This one is a little out of date - I wrote it last April.
>  > The feature list hasn't realy changed, but the 'to be developed' and 'in
>  > development' listings are badly out of date.
>  >
>  > We'll give it a once over shortly.
>
> That would be nice. Here are a few features I found in other
> 3D engines. You may want to add them to the list, even if to say that
> Nel does not support XXX this because it supports YYY that is
> superior. It would help people understand why and how Nel is better
> than any existing Free Software 3D engine.
>
> That would help a lot when comparing. You also want to
> s/frustrum/frustum/ ;-)
>
>
> ----
>      True perspective rendering
>      True 6DOF engine
>      Arbitrary sloped convex polygons
>
>      Flexible plugin system which allows for plugging in other
>      Generic mechanism that allows plug-and-play capabilities and
>
>      Support for 8-bit (palette), 15/16-bit (truecolor), and 32-bit 
> (truecolor) displays.
>      Run at many resolutions (320x200, 640x480, 800x600, ...).
>      Window or fullscreen mode, up to 1024x768 (30fps on minimal config)
>
>      Visibility system based on [portals, octrees, BSP trees,
> c-buffer, CSG].
>      Hierarchical bounding box collision detection system.
>      Elipsoid collision detection.
>      Polygon level collision detection for terrain and 3D objects
>
>      Font system plugin to support other font types
>
>      Textures can have any size which is a [power of two / not a power
>        of two] and they [need / need not] be square.
>      Supports textures with various formats including GIF, TGA, PNG,
>        BMP, JPG, and others.
>      Perspective correct texture mapping with interpolation every xx pixel.
>      Transparent and semi-transparent textures allowing for
>        see-through water surfaces and windows.
>      Support for dynamic textures (i.e. texture that you can render
>        on and put on a polygon as well as normal textures).
>      Support for internal 24-bit textures with a private colormap for
>        every texture or true 24-bit.
>
>      Multiple 3D windows and real-time cameras for 1st or 3rd person views
>      Split screen
>      Zoom
>
>      Full programmable and customizable through scripting language
>
>      Light maps
>      Trilinear mip mapping
>      Mip mapping
>      Animated 3D sprites
>      Animated 3D decals
>      Heightmap based deformable terrain for landscapes
>      Geometric LOD
>      Smooth mesh deformation for models
>      Flat and cubic environment map rendering
>      Mirrors and alpha mapping you can create really nice shiny or
>         reflecting surfaces.
>      Procedural textures for water or lava.
>      Programmable 2D and 3D effects (lens flares, bullet holes etc.)
>      Camera portals and mirrors
>      Programmable particle and beam generators
>      Particle system using 2D sprites
>
>      Path tracking for camera, actors or vehicles
>      Animated soft-skin models with unlimited skin size
>      3D triangle mesh sprites with frame animation.
>      Support for skeletal sprites.
>      3D objects can be taken or manipulated with mouse in real time
>      Moving objects
>      Script language controlling object movement.
>
>      3D sound sources (DS3D, EAX, A3D, ...) with Doppler effect
>      CD Audio, MID and WAV support for music and 3D sounds
>      Sound formats: WAV, MP3, Ogg/Vorbis, AU, AIFF, IFF, and MOD (using 
> MikMod).
>      Save / Load feature for resuming games at arbitrary positions
>      Convertors for Quake MDL and Quake II MD2 formats
>      Convert MAP files (from Quake/HalfLife) from/to internal format.
>      Convert 3DS to models or levels.
>      Load 3DS, MDL, MD2, ASE, OBJ, or POV objects.
>      ASCII world file format allowing you to easily redefine the world.
>      Store levels in standard compressed ZIP archives to make a bundle of one 
> level.
>
>      Animated multi-layered sky and backdrop bitmaps
>      Multi-layered and animated skyboxes and skydomes.
>      Dynamic gouraud shaded sky dome (half-sphere)
>      Moving sun which actually modifies the color of the sky in real time
>      Halo's around lights.
>      Coloured fog areas
>      Depth-correct colored volumetric fog in sectors (software & hardware)
>      Integrated 2D engine for background pictures
>
>      Multi-player client/server mode via network (TCP or UDP)
>
>      2D sprites, panels, buttons, sliders, overlays
>      2D controls, text, screenshots, and movie scenes
>      Static and dynamic coloured light sources
>      Static colored lights with real shadows. Lighting and shadows
>      Static and dynamic shadows
>      Dynamic colored lights with soft shadows
>      Precalculated Radiosity on the Lightmaps
>      Arbitrary axis (quaternion) rotations
>      Remote or missile cameras
>
> ----
>
> --
> Loic   Dachary         http://www.dachary.org/  address@hidden
> 12 bd  Magenta         http://www.senga.org/      address@hidden
> 75010    Paris         T: 33 1 42 45 07 97          address@hidden
>         GPG Public Key: http://www.dachary.org/loic/gpg.txt
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