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What is NeoEngine?
NeoEngine is our latest and greatest technology, a fully featured Open Source 3D game engine that you can use to power your own game creations. It is released under the GPL license, with options of acquiring commercial and support licenses.
The engine is truly multiplatform, featuring OpenGL and DirectX rendering, with support for Windows, Linux and MacOS X. It provides functionality for scene management, vertex and pixel shaders, skeletal animation and physics, scripting and a fully integrated tool chain.
Released under an Open Source license, NeoEngine gives you full and direct access to the whole API and the source code implementation. |
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Features of the engine:
Platforms
Windows
GNU/Linux
MacOS X (PPC/x86)
Core subsystem
Efficient generic containers (array, hashmap, balanced tree, any)
Manager objects for core platform information and engine subsystems
Smart pointers and reference counting for shared resources
Radix sorter
Platform-independent high-precision timers
String utility methods
Base functionality classes (hash, activator, exceptions)
File subsystem
Platform and byte order independence
Virtual file system
Mount directories and packages anywhere in file system
Package support through codecs (read/write)
ZIP codec
Wrapper streams classes for std streams and debuggers
Image subsystem
Load/save functionality through codecs
PNG, JPEG, TGA, DDS codecs
Image resize and format conversion
Custom mipmaps
Compressed formats (DXTn)
Generic pixelformats
Math subsystem
Vector, matrix and quaternion classes
Euler angles and axis-angle legacy support
Optimized core math routines
Log subsystem
Generic log stream support through file subsystem ostreams
Log level, threshold and filtering
Scripting subsystem
Scripting language
Rendering subsystem
Generic platform and API independent device
OpenGL and DirectX device implementations
Vertex and index buffers with multistream support
Accelerated storage with read/write buffers in system RAM
Flexible vertex format
Vertex and pixel shaders with support for vs1.x, vs2.x, ps1.x, ps2.x, arbvp, arbfp, atifs and nvrc targets
Trianglelist, trianglestrip, linelist, linestrip, point and pointsprite primitives
Fixed-function "shading" language
GLSL, vs3.x, ps3.x support
Adapter and resolution enumeration
Technique with multipass rendering, zbuffer modes and blend modes
Dynamic lights and shadows with integration to shaders
System shaders and textures
Occlusion culling
Curved surfaces (bezier pathces, NURBS)
Z buffer and stencil buffer support
GUI susbsystem
Core classes for 2D overlay rendering
Font rendering and text formatting with support for flow control (right-to-left, bottom-to-top)
Core widgets, areas, buttons, textfields, static controls, scrollbars
Complex widgets, listboxes, tree controls, edit boxes, windows
Z ordering
Event system, processing, hooks
Scripting integration
Input susbsystem
Events for keyboard, mouse, joystick and auxiliary devices
Device base and implementations for supported APIs and platforms
Scripting integration
Network susbsystem
Streams for TCP and UDP sockets
Scripting integration
Scene susbsystem
Generic object with SRT data management and generic attributes
Controller plugin architecture for extending objects
Hierarchy management through controller
Geometry for render, collision, occlusion and shadow processing
Mesh as collection of geometries with LOD management
Generic scene manager class
Scene specializations (ABT, BSP, terrain)
Scripting integration
Animation susbsystem
Skeletal and vertex animations
Animation blending
Scripting integration
Collision susbsystem
AABB, OBB, sphere and capsule bounding volumes
Intersection and collision queries
Ray and sphere-swept volume queries
Polygon soup queries
Scripting integration
Physics susbsystem
Rigid-body simulation
Stacking and friction model
Joints and constraints
Ragdolls
Scripting integration
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Licensing
NeoEngine is available under several licensing options, both GPL and commercial. For further information and questions regarding our available licensed, please contact NeoEngine Licensing.
For easy evaluation of the engine and the source code for the engine, visit the Tigris project page and check out the sources directly from CVS (subject to the GPL license).
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