Hi! I'm a Computer Science and wannabe Game Developer from Portugal.
I've been developing a 3D engine and game development toolset for some months now and would like to share it with you! It's called vapor3D. I started because I felt a lack of good open-source 3D game engine (we already have some nice rendering engines, like OGRE).
The end goal is to develop a (indie!) game with with it so I would love to join/assemble a team, have some help with ideas, team up with artists, etc.
I've still not released a pre-compiled package because I feel it's still not ready for prime time, but programmers can get the source and compile it. Also those who want to try can ask me for it.
Source (Subversion): http://svn.assembla.com/svn/vapor_engine/Website: http://www.vapor3d.org/ScreenshotsFeaturesCore:- Clean C++ Object-Oriented Core
- Cross-Platform Platform Layer
- HTML-based Logger
Rendering:- OpenGL Rendering Backend (Direct3D possible in the future)
- Modern Shader-based design (no OpenGL deprecated features)
- Object Properties are defined via Materials (like OGRE)
Scene:- Component-based Scene and Game Objects (similiar to XNA and Unity)
- Hierarchical View Frustum Culling
- Existing Components: Transform, Geometry, Billboard, Camera, Grid, Light, Model, Projector, Dynamic Sky Dome, Listener, Audio, Water.
- Seamless saving and loading (serialization) via JSON (Binary in the future)
Resources:- Virtual File System (via PhysFS library)
- Asynchronous and Threaded loading done in background
- Asynchronoous Resource hot/live updating (just hit save, and it updates in-game/editor)
- Milkshape3D (MS3D) meshes, OGG audio, PNG and JPEG images, Bitmap and TrueType (TTF) fonts, Lua scripts, GLSL shaders.
Animation:- Skeletal Animation via Milkshape3D
- Animation Blending (soon)
- Attachment of objects to bones (soon)
Scripting:- Scripts via Lua programming language (used in WoW and other games)
- Bindings to Lua via SWIG binding generator
- Possible to use co-routines for easy game logic
Terrains:- Height-map based terrains
- Editable in real-time
- Paintable in real-time
- Integrates with paging for seamless worlds
Physics:- Bullet-based simulation
- Triggers for game events
Controllers:- First-Person Camera Controller
- Third-Person Camera Controller
- Script Controller
- Kinematic Character Controller (via Physics)
Editor:- Cross-platform wxWidgets-based GUI
- Plugin-based functionality
- Full Undo/Redo support
- Easy placement of entities with manipulators
- Load scenes in engine with a single call
Check out the website for the full list of features.
Anyone interested in helping out?