| Crystal
Space
http://crystal.sf.net |
we
last looked at the cs engine around a year ago. since
this time there have been some very appealing developments,
so much so we're looking into basing a couple of future
projects in this engine. one thing that really held
us back last time from moving over to cs was the lack
of support for multiplayer, and now that it is in there
[albeit purely socket based], along with support for
OSX it is a much more appealing option. the cs devel
and user base is very rigorous and is only becoming
stronger as the project's breadth of application and
platform widens. from our perspective crystal space
is probably the most flexible open sourced engine available.
it accepts a varierty of publishing outcomes, artist
toolkits and rendering applications. here's some examples: |
| Cube
Engine http://wouter.fov120.com/cube/ |
| this
is an interesting project. like Garage Games' 'Torque
engine' [Tribes] and the 'Serious Engine', Cube offers
in-game editing of the level. this means no compile
time, and anyone that uses the level editor friendly
engines knows that the wait is half the pain. also similar
to the Torque and Serious engine, it has support for
large terrains. cube however, is free and seems to have
a lively community of users. it seems to be well suited
to larger level editing projects as it offers Load on
Demand, dynamically culling any poly's not visible to
the client camera. runs on ppc/linux/win32. full source
now available. 11/02 |