Features
 
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Features In Version 0.42
 
FeatureAvailable?
Platforms
  • Windows
  •   All major versions of Windows
  • Mac
  •   OS X
  • Linux
  •   All major distributions of Linux with OpenGL and OpenAL compatible drivers
     
    File Loading
  • Map Files (.e3m)
  •   Map files (.e3m) define the geometry of the world, as well as other objects that should be loaded and their placement, such as actors, particle systems, lights, etc.
  • Actor Files (.e3a)
  •   Actor files are the dynamic objects in a scene. These can be loaded from a call in the engine, or from an e3m map file.
  • Textures and Texture Sets
  •   Textures can be many file formats such as png, jpg, bmp, tif, etc. They can be loaded individually, or via a texture set file that is defined in a map or actor file.
     
    Sky Objects
  • Sky Box
  •   A sky object that is actually a cube that surrounds the camera
  • Extensible Interface
  •   Custom sky objects of any sort can be created and added to the world by extending the abstract sky object
     
    2D Image Support
  • Textured Fonts
  •   Font support for loading a font texture, splitting it up into individual letters, and writing to a viewport with it
  • 2D Fixed Width Images
  •   Support for rendering 2D images that stay the same size no matter how large or small the viewport/window gets
  • 2D Variable Width Images
  •   Support for rendering 2D images that grow and shrink as the the viewport/window grows/shrinks
     
    Shaders
  • Per-Object Shaders
  •   Shaders are able to be set on entire objects, or individual geometry of the object
  • Per-Pixel Lighting and Shadows Shader
  •   Built-in shader that allows per-pixel lighting and shadowing in the engine
     
    3D Graphics API
  • OpenGL
  •   OpenGL provides blazing performance and is supported by all major video card manufacturers
  • LWJGL
  •   E3D uses LWJGL to gain access to the OpenGL API
     
    Scene Managment and Rendering
  • Portal Occlusion Culling
  •   Portal rendering algorithms provide fast occlusion culling and scene rendering. Portalling is automatically handled by E3D for all objects in a scene.
  • Perspective Rendering
  •   Render scenes in 3D
  • Orthographic Rendering
  •   Render a 3D world making it appear 2D
  • Multi-Texturing
  •   Blend together multiple textures on a single surface
  • Animated Textures
  •   Support for textures that animate, or change, over a period of time. Animated textures can be applied to virtually any textured object in the engine.
  • Per-Viewport Render Modes
  •   Ability to change an entire viewport's render mode to textured, solid, or wireframe and have all objects in the viewport rendered that way
  • Per-Object Render Modes
  •   Ability to change a single object's render mode to textured, solid, or wireframe. This can be done on objects like actors down to individual geometry.
  • Multiple Viewports
  •   Multiple viewports can be setup to simultaneously render a scene from many angles or completely different scenes if desired
  • Extensible Interface
  •   Using the external renderable's interface of E3D, any sort of rendering or scene management can be plugged directly into the core rendering loop.
     
    Collision Detection
  • Collision Callbacks
  •   Objects that have been collided with and were not directly queried can be notified that they were collided with by another object via callbacks
  • Direct Collision Queries
  •   Collisions can be queried directly with a single method
  • Segment vs. Object
  •   Collision detection that can tell if and where a line segment has collided with another object.
  • Triangle vs. Object
  •   Collision detection that can tell if and where a triangle has collided with another object.
  • Bounding Sphere vs. Object
  •   Collision detection that can tell if and where a surrounding bounding sphere of an object collides with another object
  • Bounding Box vs. Object
  •   Collision detection that can tell if and where a surrounding bounding box of an object collides with another object
     
    Input
  • Keyboard
  •   Automatic keyboard input handling via callbacks or directly querying for keydown information
  • Mouse
  •   Automatic mouse input handling via callbacks or directly querying for keydown information. Support for 3 mouse buttons, scroll wheel, and movement.
     
    Lighting
  • Per-Vertex Lighting (Software)
  •   Software calculated per-vertex illumination
  • Per-Pixel Lighting and Shadows (Hardware)
  •   GPU calculated per-pixel lighting and shadows
     
    Sound
  • 2D Sound
  •   2D sound support for unpositioned, unattenuated sound
  • 3D Sound
  •   3D positional audio that automatically attenuates, fades, and balances relative to the sound source and listener object
  • Doppler Effect
  •   Automatic simulation of the doppler effect for a sound epending on the relative speed and orientation of the object and listener
     
    Particle Systems
  • Automatic particle updates
  •   E3D automatically handles all aspects of the updating and rendering a particle system
  • GL_ARB_point_sprite
  •   Automatic detection and use of the GL_ARB_point_sprite extension to render particle systems. When available, this provides much faster rendering speeds. If not, legacy, software calculated particles are used.
  • Collision Detection
  •   Per-particle collision detection and response callbacks triggered by a particle colliding with an object or an object colliding with a particle if desired
     
    Sprites
  • Standard Sprites
  •   Standard sprites that can be oriented throughout the world
  • Billboarding Sprites
  •   Sprites that always face the camera used to simulate a 3D object out of a 2D image
  • Collision Detection
  •   Collision detection and response callbacks triggered by a direct collision query or a callback from another object colliding with a sprite if desired
     
    Actors
  • Automatic Portalling
  •   Portalling for actors is invisible to the developer. As an actor moves in the scene when it encounters a portal it is automatically transferred to the linked sector
  • Skeletal Animation
  •   Keyframed skeletal animation
  • Collision Detection
  •   Collision detection and response callbacks triggered by the actor colliding with an object or an object colliding with the actor
     
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