The engine has the following concepts:
- Vectors
- Matrices
- Cameras
- Frustrum culling
- Ents handling (a 3d entity that can be loaded, moved, scaled, rotated, etc)
- Metaballs
- Terrains
- Skybox
- Octrees
- Distorsions
- Import of ASC, 3DS and DXS (not finished, as many parts..., shame on me)
- Particles
- Basic maths
- Driver agnostic (it should be easy create another driver, is a matter of inheriting from an abstract class)
The next 3d engine will be totally hardware oriented (if I find the time)
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