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Nebula Device
Nebula Device is an open source realtime 3D game/visualization engine, written in C++. Version 2 is a modern rendering engine making full use of shaders. It is scriptable through TCL/Tk and Lua, with support for Python, Java, and the full suite of .NET-capable languages pending. It currently supports DirectX 9, with support for OpenGL in the works. It runs on Windows, with ports being done to Linux and Mac OS X. new game framework called Mangalore can now be used on top of Nebula 2 to reduce the time and complexity involved in building games.
Features
General Features
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other: • Hierarchical Object Name Space: Nebula2 objects live in a hierarchical tree of named nodes similar to a file system hierarchy. An object name can be converted into a C++ pointer and a C++ pointer can be converted into a name at any time.
• Nebula2 objects survive on disk as scripts that contain exactly the sequence of script commands that would put a default object of that class into an exact clone of the object which created the script.
• Provides a full blown system for providing themeable user interfaces within the game
• Provides basic support for threading
Scripting
• Commercial Maya tools available from Radon Labs (http://www.radonlabs.de/).
• Scriptable in TCL, Lua, Python, Ruby. Other scripting languages can be added easily.
Physics
Basic Physics, Collision Detection, Rigid Body:
• ODE integration is available. Lighting Per-vertex, Per-pixel, Lightmapping, Gloss maps:
Texturing
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
• Default image format for textures is DDS Shaders Vertex, Pixel, High Level:
• Shader Based Graphics: Nebula2 is 'shader-centric', all render state is handled by the shaders
• Shader parameters can be created and altered from the in-game console
• DX9 implementation uses Direct3D Effect Files
Scene Management
General, Portals, Octrees, Occlusion Culling:
Animation
Keyframe Animation, Skeletal Animation, Morphing, Animation Blending:
• High-performance skinned mesh renderer with multiple animation clips per state and blending between different states.
• Many things can be animated: shader parameters, position, rotation, scale. The animations can be driven by time or any other variable of your choosing and you can choose from step, linear and quaternion slerp interpolation.
• Supported file formats are nanim2 and nax2 (ascii and binary animation file formats)
Meshes
Mesh Loading, Skinning:
• Supports .wavefront object file (ascii), legacy n3d files (ascii), new n3d2 files (ascii), legacy nvx files (binary), new nvx2 files (binary) Surfaces & Curves Splines, Patches: Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky: Terrain Rendering, CLOD, Splatting: Networking System Client-Server, Peer-to-Peer:
• A running instance of Nebula2 can be controlled, via the script server, from another process on the local machine or another remote machine (mainly used for debugging) Sound & Video 2D Sound, 3D Sound, Streaming Sound:
• Supports both OpenAL and DirectSound. Artificial Intelligence Scripted: Rendering Fixed-function, Render-to-Texture, Fonts:
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other: • Hierarchical Object Name Space: Nebula2 objects live in a hierarchical tree of named nodes similar to a file system hierarchy. An object name can be converted into a C++ pointer and a C++ pointer can be converted into a name at any time.
• Nebula2 objects survive on disk as scripts that contain exactly the sequence of script commands that would put a default object of that class into an exact clone of the object which created the script.
• Provides a full blown system for providing themeable user interfaces within the game
• Provides basic support for threading
Scripting
• Commercial Maya tools available from Radon Labs (http://www.radonlabs.de/).
• Scriptable in TCL, Lua, Python, Ruby. Other scripting languages can be added easily.
Physics
Basic Physics, Collision Detection, Rigid Body:
• ODE integration is available. Lighting Per-vertex, Per-pixel, Lightmapping, Gloss maps:
Texturing
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
• Default image format for textures is DDS Shaders Vertex, Pixel, High Level:
• Shader Based Graphics: Nebula2 is 'shader-centric', all render state is handled by the shaders
• Shader parameters can be created and altered from the in-game console
• DX9 implementation uses Direct3D Effect Files
Scene Management
General, Portals, Octrees, Occlusion Culling:
Animation
Keyframe Animation, Skeletal Animation, Morphing, Animation Blending:
• High-performance skinned mesh renderer with multiple animation clips per state and blending between different states.
• Many things can be animated: shader parameters, position, rotation, scale. The animations can be driven by time or any other variable of your choosing and you can choose from step, linear and quaternion slerp interpolation.
• Supported file formats are nanim2 and nax2 (ascii and binary animation file formats)
Meshes
Mesh Loading, Skinning:
• Supports .wavefront object file (ascii), legacy n3d files (ascii), new n3d2 files (ascii), legacy nvx files (binary), new nvx2 files (binary) Surfaces & Curves Splines, Patches: Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky: Terrain Rendering, CLOD, Splatting: Networking System Client-Server, Peer-to-Peer:
• A running instance of Nebula2 can be controlled, via the script server, from another process on the local machine or another remote machine (mainly used for debugging) Sound & Video 2D Sound, 3D Sound, Streaming Sound:
• Supports both OpenAL and DirectSound. Artificial Intelligence Scripted: Rendering Fixed-function, Render-to-Texture, Fonts:
To Download/Preview Nebula Device:
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