| Crystal Space | |
|---|---|
| Developer | Jorrit Tyberghein et al. |
| Latest release | 1.2 / October 4, 2007 |
| Preview release | 1.1 / November 30, 2006 |
| Platform | Cross-platform |
| Genre | 3D engine |
| License | LGPL |
| Website | www.crystalspace3d.org |
Crystal Space is a framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. The first public release was on August 26, 1997.[1] Crystal Space is typically used as a game engine but the framework is more general and can be used for any kind of 3D visualization. Crystal Space is very portable and runs on Microsoft Windows, Linux, UNIX, and Mac OS X. Crystal Space is also free software, licensed under GNU Lesser General Public License. It can optionally use OpenGL (on all platforms), SDL (all SDL platforms), X11 (Unix or GNU/Linux) and SVGALib (GNU/Linux). It can also optionally use assembler routines using NASM and MMX.
Contents |
Engine design
Crystal Space is programmed in object oriented C++. It is very modularly built with a number of more or less independent plugins. The client programs use the plugins, like the OpenGL 3D renderer, by registering them via Crystal Space's Shared Class Facility (SCF).
Features
Crystal Space has modules for 2d and 3d graphics, sound, collision detection and physics through ODE and Bullet.
- Graphics
- Open GL render
- supports hardware acceleration from all major card vendors
- allows use of shaders
- library of common shaders like normal mapping,parallax mapping and hardware skinning.
- Supports software render with fewer features
- Mesh objects
- Plugin based mesh system
- triangle based meshes with frame and bone animation support
- collision detection and dynamics
- Ode and Bullet dynamics
- simplified collision detection when you don't need the full dynamic simulation
See also
| Free software Portal |


