Crystal Space
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Developer(s) | Jorrit Tyberghein et al. |
---|---|
Initial release | August 26, 1997[1] |
Stable release | 2.0
/ July 3, 2012 |
Repository | |
Written in | Cross-platform |
Type | 3D engine |
License | LGPL-2.0-or-later |
Website | sourceforge |
Crystal Space is an
SourceForge.net's Project of the Month for February 2003.[3] In 2019, one of the project's main developers described it as "effectively dead and has been for a good number of years".[2]
Engine design
Crystal Space is programmed in
object oriented C++. It is very modularly built with a number of more or less independent plugins. The client programs use the plugins, such as the OpenGL 3D renderer, by registering them via Crystal Space's Shared Class Facility
(SCF).
Features
Crystal Space has modules for 2D and 3D graphics, sound, collision detection and physics through ODE and Bullet.
- Graphics:
- OpenGL rendering
- Supports hardware acceleration from all major card vendors
- Allows use of shaders
- Library of common shaders like normal mapping, parallax mapping and hardware skinning
- Supports software rendering with limited features
- Mesh objects:
- Plugin-based mesh system
- Triangle-based meshes with frame and bone animation support
- Collision detection and dynamics:
Reception and usage
The engine was for instance used for the OpenOutcast and PlaneShift projects.[4] It was the Project of the Month on SourceForge in February 2003.[5]
References
- ^ a b "History". gothapedia.com. Archived from the original on October 21, 2007. Retrieved October 21, 2007.
- ^ a b Sunshine, Eric (31 January 2019). "Crystal Space 3D SDK / Discussion". SourceForge. Retrieved 29 January 2023.
- SourceForge.net. Archived from the originalon 2012-07-28. Retrieved 2012-07-30.
- ^ Crystal Space 1.2 Released by Corvus Elrod on The Escapist (8 October 2007)
- ^ Cohen, Peter (2003-02-03). "SourceForge highlights Crystal Space 3D game engine". Macworld. Retrieved 2023-02-20.