Go to file formats
Features
- Scene
- Hierarchical scene structure
- Create transformations easily
- Predefined objects (cube, sphere, plane, cone, etc.)
- Dummy object to create composites
- Predefined procedural objects (heightfield)
- 2D sprites
- 1D lines (spline)
- Predefined utility objects (grid, skydome, arrow)
- Seamless skyboxes
- Direct access to OpenGL
- Camera and light objects that can be used anywhere in the scene hierarchy
- Materials
- All-in-one material object (colors, textures, mappings)
- Material library to share and reuse materials
- Ambient, diffuse, emission, specular and shininess support
- Several blending modes (transparency, additive, etc.)
- Automatic alpha-channel generation (by color)
- More than 100 predefined colors (no direct specification required)
- Texture transformations (moving, scaling, etc.)
Planned:
- Multi-texturing
- Cube mapping, reflection mapping
- Cg shaders
- GLSL shaders
- Bump mapping, parallax mapping, cel shading
- Rendering
- Hardware OpenGL
- Camera's that can scale, focus and target
- Fog and view distance
- Fullscreen support
- Automatic frustum culling
- Automatic face culling
Planned:
- Reflections and mirrors
- Dynamic shadows
- Lightmapping
- Particle system
- Render to file, render to texture
- Animation
- Skeletal animation (Half-Life)
- Frame interpolation
- Fullscreen support
- Automatic frustum culling
- Automatic face culling
Planned:
- Behaviours
- Morph animation (Quake)
- Pure inertia, acceleration, damping
- Realtime physics using ODE
- Interface
- Determine which object was clicked
- Converting coordinates between screen and world
- Mouse and keyboard events
Planned:
- Support for joysticks and wheels
- Sound
Planned:
- Networking
Planned:
- Control and sync protocol
- Sync scenes across LAN and Internet
- Distributed gaming
- Dead-reckoning, cubic spline interpolation, prediction
- Miscellaneous
- Vector, matrix and quaternion geometry functions and utilities
- Cubic spline interpolation
Planned:
- Scripting engine with byte-code compiler
- Full networking
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File formats
Saving capability indicated explicitly.
- Scene
- CryptEngine XML format (*.xml) (saving)
- Images (using DevIL)
- Windows or OS/2 bitmap (*.bmp) (saving)
- Dr. Halo (*.cut)
- Zsoft Multipage Paintbrush (*.dcx)
- DirectDraw Surface (*.dds) (saving)
- Windows Icon (*.ico)
- CompuServer Graphics Interchange (*.gif)
- JPEG (*.jpg) (saving)
- Deluxe Paint (*.lbm)
- Homeworld Layered Image Format (*.lif)
- Kodak Photo CD (*.pcd)
- PC Paintbrush (*.pcx) (saving)
- Lotus PIC (*.pic)
- Portable Network Graphics (*.png) (saving)
- PBM Portable Any Map (*.pnm) (saving)
- Photoshop (*.psd)
- Paint Shop Pro (*.psp)
- Raw (*.raw) (saving)
- Silicon Graphics IRIS (*.sgi) (saving)
- Truevision Targa (*.tga) (saving)
- Tagged Image File (*.tif) (saving)
- Quake 2 Texture (*.wal)
- DataWave Physiological (*.act)
- Color Palette (*.pal) (saving)
- Doom graphics
- Meshes
- Alias|Wavefront OBJ/MTL (*.obj, *.mtl)
- Quake 3 BSP (*.bsp)
Planned:
- Autodesk 3DS (*.3ds)
- VRML (*.vrml)
- NURBS (*.nurbs)
- FSRad (*.oct)
- Stanford Triangle Format (*.ply)
- Stereo Lithography File (*.stl)
- Triangular Irregular Network (*.tin)
- Lightwave 3D (*.lwo)
- GNU Triangulated Surface (*.gts)
- ATI NormalMapper (*.nmf)
Models
Planned:
- Milkshape3D (*.ms3d)
- Return To Castle Wolfenstein (*.mdc)
- Doom 3 (*.md5)
- Ghoul2 (*.gl2)
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CryptEngine is maintained by Tom Wetjens. Please go to the Members page to see a list of all the people who contributed to the project.
This website contains several third-party logo's. These are copyrighted by their respective owners. Everything else is released to the public domain, except for the CryptEngine logo. The CryptEngine logo is copyrighted by Tom Wetjens, Tareq Jaber and Ziyaad Jaber (2004).
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