Genesis Device
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This article is about the computer software game engine. For the terraforming device from Star Trek, see Star Trek II: The Wrath of Khan#Plot.
| Developer(s) | Luuk van Venrooij |
|---|---|
| Stable release | Build 62 / November 14, 2007 |
| Written in | Object Pascal |
| Operating system | Microsoft Windows |
| Type | Game engine |
| License | GNU Lesser General Public License |
| Website | http://www.GenesisDevice.net/ |
Genesis Device is the name for a recently-released game engine created by Luuk van Venrooij, based in the Netherlands. The Genesis Device engine was created in aspiration of games such as Oblivion, Crysis, Enemy Territory: Quake Wars, and S.T.A.L.K.E.R., with a purpose of allowing developers to use it in creating their first-person shooter games in large environments. The engine has been out for little time, but has seen much attention from program development groups, including the Pascal Game Development site, many hobby sites, and even the OpenGL home page.
Contents |
[edit] Features
[edit] General
- Uses OpenGL
- Supports the full OpenGL 2.1 specifications
- Anti-aliasing (up to 8x)
- Bilinear and trilinear filtration
- Anisotropic filtration (up to 16x)
- Widescreen support
- Arbitrary resolution support
- Vertical synchronization control
- Auto detection of video card capabilities
- Supported video cards:
- NVIDIA GeForce FX 5600 - 5900 (NV3x)
- NVIDIA GeForce 6600 - 6800 (NV4x)
- NVIDIA GeForce 7600 - 7950 (G7x)
- NVIDIA GeForce 8600 - 8800 (G8x)
- ATI Radeon 9500 - 9800 (R3xx)
- ATI Radeon X300 - X850 (R3xx - R4xx)
- ATI Radeon X1300 - X1950 (R5xx)
- ATI Radeon X2900 (R6xx)
[edit] Lighting
- Per-pixel lighting
- Light maps (For terrain)
[edit] Shadows
- Shadow maps (For terrain)
[edit] Materials
[edit] Special Effects
- Fog
- Water
- Skydome
- In-game GUI
[edit] HDR
- Bloom
- Glow
[edit] Post-processing
- Post-processing system with custom shader support using GLSL
- Grayscale filter
[edit] Base Objects
- Mesh (static geometry)
- Terrain (heightmap-based)
- Foliage (partical based)
- Water (grid based)
[edit] Scene Management
- Dynamic Octree-based subdivision
- Software occlusion culling
- Hardware occlusion culling
[edit] Physics
- Uses Newton Physics Engine
- FPS Character controller
- Rigid body physics
- Comprehensive set of geometric primitives:
- Convex hull for map and mesh collision
- Sphere
- Capsule
- Box
- Mesh
- Cylinder
- Fluid buoyancy
[edit] Scripting System
- Uses Pascal Script
[edit] GUI System
- Mouse Cursor
- Buttons
- Progress Bars
[edit] Sound
- Uses FMOD sound library
- Music file playback
- Sound file playback
[edit] System
- Supports x86 CPU architecture
- Multicore CPU support
- Support for Windows 2000/XP/2003/Vista
- Supports the Deled Map Files 3D object format
- Supported image formats:
- Supported sound formats:
[edit] Known Issues and Problems
FIXED: For a while, the engine had problems with water showing right on ATI cards
However, at the moment, ATI cards are not supported due to NV specific OpenGL extensions used.