The out-of-date, text-only copy, follows below in case you're in the US and don't want to wait for the transatlantic connection.
3D Graphic Engines This page tries to provide an overview of software 3D engines. * (45) 6DOF texture mapping engines * (16) 6DOF gouraud shading engines * (25) Doom/Wolfenstein engines * (21) Flat-shading engines * ( 9 ) Wireframe/no shading engines * (18) Landscape rendering engines * ( 5 ) Non-realtime engines Entries newer than a month are marked with (NEW) . For faster acess look at the List of Changes. It now contains direct links back to the new entries of the 3D Engines List. I also maintain an overview of the features and techniques used in Commerical 3D Graphic Game Engines _________________________________________________________________ Texture Mapping Engines Common features of the following engines: * Texture mapping * 6 degree of freedom OpenGL OpenGL® is a software interface for applications to generate interactive 2D and 3D computer graphics. OpenGL is designed to be independent of operating system, window system, and hardware operations, and it is supported by many vendors. OpenGL is available on PCs and workstations. OpenGL provides a wide range of graphics functions: from rendering a simple geometric point, line, or filled polygon, to texture mapping NURBS curved surfaces. + Geometric primitives (points, lines, and polygons) + Raster primitives (bitmaps and pixel rectangles) + RGBA or color index mode + Display list or immediate mode + Viewing and modeling transformations + Hidden Surface Removal (depth buffer) + Alpha Blending (transparency) + Antialiasing + Texture Mapping + Atmospheric Effects (fog, smoke, and haze) + Polynomial Evaluators (to support Non-uniform rational B-splines) + Pixel Operations (storing, transforming, mapping, zooming) + Accumulation Buffer + Stencil Planes + Feedback, Selection, and Picking The OpenGL functions described are provided on every OpenGL implementation to make applications written with OpenGL easily portable between platforms. All licensed OpenGL implementations are required to pass the Conformance Tests, and come from a single specification and language binding document. More information on the OpenGL Homepage. RenderWare RW is a portable 3D API for Dos, Windows, Mac and X-Windows. + Z buffer renderer + Multiple lightsources (distant, point and spot lights) + Gouraud lighted, dithered, transparent, perspective texturemapping + Support for graphics accelerator cards like the GLINT chip. + 900 pages documentation More info on the Criterion Software Ltd Homepage. RenderWare FTP ftp.canon.co.uk Some RW-Demos: ftp.cs.tu-berlin.de A demo of Meme (Multitasking Extensible Messaging Environment) that uses the RenderWare API is available via the Immersive Systems Homepage. BRender BRender (Blazing Render) is a complete system with an applications interface, graphics libraries and device drivers. + Z buffer and scanline renderer + Hierarchical, linked objects + Gouraud shading + Multiple cameras and lightsources + Collision detection + Sprite scaling and deformation effects + 486PC, could very easily be ported to the 3d0, Saturn, FM Towns or Jaguar + BRender is a 32 bit library, there are versions for Watcom or MS Visual C. + Supports hardware accelerators like GLiNT + Planed: fog-effects, depth-cueing, anti-aliasing, and covered light-sources such as spot-lights + 140 pages documentation Contact: Argonaut Software (paul@argonaut.com, rich@argonaut.com) Information about BRender as taken from news and emails. There is also a (NEW) Brender Homepage . Reality Lab RL is a commercial 3D library by Microsoft RenderMorphics. The (NEW) version 2.0 has the following features: + Wire Frame, Flat, Gourad and Phong shading models. + Perspective corrected texture mapping in any shading model. + Environment and motion video mapping. + Full transparency, including alpha maps for textures. + Z buffering. + Animated backgrounds with optional depth information. + Multiple, movable, coloured lightsources. + 4, 8, 16, 24 bit colour depths in both ramp and RGB modes. + SVGA and Windows 3.1/95/NT, X11 on RS6000/SunSparc/SGI, System7 on Mac and PowerMac, Sony PSX support. + Multiple instancing of objects and hierarchies. + Multiple viewports, devices and cameras. + Bezier patches with subdivision on the fly. + Depth cueing with atmospheric effects (e.g. fog, haze). + Projected shadows. + Stereoscopic capability. + Free form deformation toolkit. + Complex spline interpolated motion. + Collision detection toolkit. + Immediate mode allows low-level control over polygon lighting and rendering through direct access to vertices and normals. + 70 pages documentation + C-based API. + Supports hardware accelerators like GLiNT, Matrox MGA Impression and 3D device standards like Intel 3DR, Microsoft 3DDDI. Contact: Servan@Render.com (Servan Keondjian) or morph@microsoft.com or via the RealityLab Homepage. There is a free Windows 3.1/95/NT VRML viewer from InterVista Software Inc, using the RealityLab libraries available at the WorldView Homepage. Information about WIRL (another Windows 3.1/95/NT VRML viewer that combines the VR capabilties of the VREAM package with the Reality Lab rendering engine) is available via the VREAM Homepage. Virtek 3D Ware 3D-Ware is a comphrensive 3D graphics library which allows high speed 3D graphics applications to be written using your favourite compiler. + MS DOS, C++, based on F29 Retaliator engine + Multiple Viewports + Autoscaling sprites + Motion tracker support + Support for HMDs and flicker glasses. More info and a demo on the Virtek Homepage. 3D Ware demo: ftp.cs.tu-berlin.de 3DRender 3DR is Intel's scalable, real-time 3D graphics library which has been optimized for the Pentium(R) processor. + Up to 16 light sources. + Texture mapping, environment mapping, modulated textures. + Sprites and bitmaps. + Atmospheric effects. + Optional Z buffering, antialiasing, transparency, alpha blending. + Windows 3.1, Windows 95 and Windows NT support. + Free of charge, no royalty fee. More info can be found on the 3DR Homepage. Quickdraw 3D QD3D is a cross-platform application program interface (API) for creating and rendering real-time, workstation-class 3D graphics from Apple. + Support for hardware acceleration boards. + 3DMF meta file format, with free available parser. More info and a demo can be found on the Quickdraw 3D Homepage. 3D Game Machine The 3DGM is a toolbox for arcade game development on Macintosh Computers from Virtually Unlimited SNC. + Fast free-form texture mapping with mip-mapping. + Flat shading with material constants. + Multiple colored light sources. + Fog and distance cueing. + Convex/cave polygons with unlimited number of vertices and even holes. + hierarchical 3D "virtual" worlds management. + Collision detection. + Shape and polygon picking. + Fast multitrack sound support. + Special graphic modes for fast full-screen flicker-free animation + Full-screen display on any monitor size (even 21"!) Demos and more information can be found on the (NEW) Virtually Unlimited Homepage . Amber (NEW) Amber is a set of C++ classes from DIVE Laboratories Inc. Amber enable developers to create complex distributed virtual environments on multiple platforms. + Windows 3.1/95 support (using 3DR or RealityLab ), SGI, DOS/Windows with Creative 3DBlaster and Sun running Solaris. + File support for NFF, WRL and TGA. + Hardware support for 5DT Glove, VIO HMD. + Physical properties and behavior modeling. + Distributes interactive simulation (DIS) and multi-user system support using windows sockets and TCP/IP. + Add on modules like special fx, atmospheric fx, agents, inverse kinematics, morphing... More infomation, demos and a shareware version can be found on the Amber Homepage. Mesa Mesa is a 3-D graphics library with an API which is very similar to that of OpenGL by Brian Paul (brianp@ssec.wisc.edu). + Currently Mesa works only on X-based systems, other device drivers for MS Windows, Mac, NT should be available eventually. Mesa was written with portability in mind. + Smooth shading, accumulation buffer + Dithering + fog/depth cuing + Perspective texture mapping + Gouraud shading + Next version will support NURBS. More info and links to download the source can be found on the Mesa Homepage Dore Dore' is a powerful 3D graphics subroutine library, made freely available by the Kubota Graphics Corp. It provides a comprehensive set of tools for creating graphics applications. It is also easy to use, portable, and extendable. This version has interfaces/drivers to X11, PEX, IrisGL, OpenGL, Postscript and more. It has been ported onto most Unix systems, including Linux, NetBSD, and FreeBSD. It has also been ported to Windows NT 3.5. Dore is available on the Dore FTP Server World Toolkit WTK is a commercial VR environment manufactured by Sense8. It is intended for single users running on a single workstation - although version 2.0 does have some low-level support for networking. It runs on IBM PC compatibles, SUN and Silicon Graphics workstatons. + Support for many I/O devices. + C library. + Multiple viewport and lightsources, 3D paths, portals, 2D texts and shapes, object animations. + Support for graphics hardware. More info on the WTK Homepage. Cyberspace Development Kit The CDK is a library to create VR application under Windows 3.1 or Windows NT. CDK is from Autodesk Inc. + C++ class library. + Color dithering. + Support for many I/O devices. + Support for graphics hardware. + Physical simulation classes. More info and a demo on the CDK 2.0 Homepage. A newer version of the 3ds/dxf/ast viewer for windows can be found on the Johnny Mnemonic VR Player Homepage. Some info is found the CDK Viewer Helpfile. SuperScape Superscape is a commercial PC based single user VR system manufactued by Dimension International Ltd. + World, object, texture and sound editor. + Support for joystick and 6D spaceball controller, trackers and stereographics glasses. Sound hardware support. + Network support. + Script language based on C, no direct programming interface. + Virtual Clip Art (3D clip art modells with additional properties, like sound and behaviours - like a desc calculator that acutally works) + The new Visualiser runs on Windows environments. More information and demos on the SuperScape Homepage. Virtus Walkthrough Pro VW is a real-time 3-D rendering and "walk through" engine for Macintosh and Windows from Virtus Corporation. + Perspective texture mapping. + Transparency. + Dithered flatshading. + Modelling and editing tools. + Freeware "Virtus Player" to share 3-D models with clients, colleagues, friends and family who don't have VWP software. + VRML support is planned. More information and demo versions on the Virtus Homepage. VREAM VREAM is a complete solution for developing virtual worlds. It runs on standard PC platforms. + Monoscopic and stereoscopic rendering + World and object editor. + Support for 3D input and output devices, like gloves, trackers and HMDs. + Hierarchical objects with attributes like sound, motion, penetrability, throwability, weight and elasticity. + Complex interactive cause and effect relationships. + 1000 pages documentation + Script language, no programming interface. More information about VREAM, VRCreator and the WIRL VRML viewer for Windows (that uses the Reality Lab rendering engine...) is available on the VREAM Homepage. X-Sharp X-Sharp is a 3-D animation package for PCs by Michael Abrash (mabrash@bix.com) published in the Graphics Programming column in Dr. Dobb's Journal, as of the October 1992 issue, and in the Pushing the Envelope column in PC Techniques magazine, as of the August 1994 issue. + Linear textured, convex polygon mapping in mode X. + Flat shading. + ASM and C. The full source can be found on x2ftp.oulu.fi . More info in the X-Sharp Readme. The X-Sharp engine is also discussed in the book "Zen of Graphics Programming" (ISBN: 1-883-57708-X) of Michael Abrash. WordUp Graphics Toolkit WGT is a graphics library for PCs by Chris Egerter (chris.egerter@homebase.com). Beside a 3D engine, the 10 libraries offers sprite animation, 3d math, drop-down menus, scrolling engine, joystick commands, FLI/FLC animation routines, file selector, serial communications, VESA SVGA system and a 32-bit protected mode digital sound system for playing music and mixing sound effects real-time. + Linear texturemapping with gouraud and phong shading. + Translucent polygons. + Motionblur. + No zbuffer or BSP, only polygon sorting. + Direct 3DS file format support. A demo of the library can be found on x2ftp.oulu.fi . The wgt directory also contains 3 tutorials with source for linear texturemapped polygons and other interesting stuff like landscape rendering and texturemapped phong shading. More information and demos on the WGT Homepage. MECH Mech is a 3D graphics/dynamics engine by David Wu. + Perspective texturemapping and gouraud shading. + BSP tree, polygon sorting. + SVGA and VGA support. + Depth cueing. + Physical simulation of spring/mass systems. A demo can be found on x2ftp.oulu.fi . Object 3D Object 3D is a 3D real time graphic library from Thomas Landspurg (tomsoft@worldnet.net). + Linear texturemapping, animated texture maps. + Light sourcing and gouraud shading. + Transparency. + Sphere-primitive. + Windows (uses WinG), Dos and maybe soon on X-Window (Unix). + C++ classes, one can easily add new kind of graphic element by subclassing existing classes. + A Visual Basic VBX allows to add 3D graphics without writing one line of code. A windows demo is available on x2ftp.oulu.fi , for more information see the (NEW) Object3D Homepage or the Object 3D Readme file. VRend (NEW) VR is a 3D renderer from Kenny Hoff (hoffkx@timewarp.uncg.edu). + Polygon-based model rendering includes convex, concave, and self-intersecting polygons. + Fully-generalized hidden surface removal allowing for protruding surfaces. + Full-texture mapping with tiling and transparency. + Full 3D clipping to the viewplane and the sides of the viewplane window. + Movable front clipping plane allowing a cut-away view of the "inside" of models. + Independent object and world coordinate system transformations. + Incremental depth-shading. + C++ source. + There is also a Windows 3.1 version of VRend called WinRend. More information (and lots of pictures) on the VRend Homepage or WinRend Homepage. You also find some 3D tutorials on Kenny Hoff's Homepage Book: RealTime Animation Toolkit in C++ RTAT is a book (no ISBN yet) from Rex E.Bradford. + Flat-Shading, linear texturemapping. + VGA and SVGA support. + ARTT Rendering Class. Genesis Genesis is a 3D rendering toolkit from Spike Woodman (spike@silicond.demon.co.uk). + Perspective texturemapping and gouraud shading. + Enhanced spanline algorithm + Unlimited light sources + Specular highlights + Underlying geometry engine can be changed to make use of another renderer. + Windows based object editor with spin tool, primitive creators, boolean CSG operations. A freeware beta of the toolkit can be found on ftp.demon.co.uk and on Simtel20 in the /win3/graphics directory. More info in the Genesis Readme. 3D Explorer (NEW) The 3DE is a virtual reality CAD viewer for Windows from Third Dimension Software Ltd (webmaster@third.demon.co.uk). + Windows NT / 3.1 / 95 support. + Reads DXF, 3DS and VRML files. + Materials, textures and lights can be changed in realtime. + Based on RenderWare, but using an own interfacing layer - the 3D API can be changed if a better/faster 3D API is available. For more information (and registration for a free demo of 3D Explorer) see the 3D Explorer Homepage. DOPE DOPE is a PC demo from the demo crew COMPLEX (complex@hut.fi). It shows very fast realtime 3D graphics with complex objects. + Phong shading with materials. + Phong shaded texture mapping. + Phong shaded bump mapping. + Phong shaded environment mapping. + Shadow mapping. + Metal shading. + Motion blur. The demo can be found on ftp.luth.se or on ftp.cs.tu-berlin.de. Sabotage Sabotage is a 3D game engine for PCs from Billy Zelsnack (zelsnack@rmii.com). + Free direction texturemapping with distance cueing + Antialiasing An (older) demo could be found on ftp.uwp.edu, but was deleted in the last weeks. I will try to upload it to x2ftp.oulu.fi - this this text will be replaced with the new link. More info in the Sabotage Readme. The Sabotage Homepage is temporarily removed. 3DENG 3DENG is a 3D game engine for PCs from Ed Goldman (edgo@netcom.com). + Gouraud shading + 2D sprites + C++ and ASM A demo can be found on x2ftp.oulu.fi . More info in the 3DENG Readme. Non-Linear Arts 3D game engine from John Lemburger (johnl@nlarts.com) SurRender SR is from Jouni Mannonen (whizz@hybrid.kaapeli.fi) + 100% ASM for 80x86 platforms. Paradise Paradise is a 3D engine for 386 PCs from Robert-Jan Elias (Elias@fel.tno.nl). + Perspective texture mapping for vertical/horizontal polygons, otherwise there are distortions. + 2D sprites and transparent textures (billboard objects). + Animated textures. + BSP tree scenes with polygon sorting. + Flat shaded polygons. + Stereo rendering. + CyberMan and joystick support. A (NEW) demo can be found on wuarchive.wustl.edu. 3DGPL 3DGPL is a 3D engine from Sergei Savchenko (savs@cs.mcgill.ca). + Perspective texturemapping (via linear interpolation every 32 pixels per scanline) + Gouraud shading, flat shading of polygons. + 2D and 3D clipping. + 3D transformations with fixed point or float math. + 2D text rendering. + Portable C with support for X-Windows, NeXTStep, Windows 3.1. + Tutorial texts and source code available. The source can be found on ftp.cs.tu-berlin.de More information on the Homepage of the author or in the 3DGPL Readme. Vect32 Vect32 is a 3D engine for 386 PCs from Aaron Peapell (n1178318@student.fit.qut.edu.au) + True perspective texture mapping. + Flat, lambert, gouraud and phong shading + VGA and SVGA support + Sound Blaster support + No ASM, written with C/C++ with DJGPP. A demo can be found on ftp.cs.tu-berlin.de. Purple Purple is an evaluation kit for fast 3D engines and virtual reality I/O devices from Karsten Isakovic (ki@cs.tu-berlin.de). + ANSI C, runs on X11, Mac, Windows, OSF and TOS. There is also a simple C++ interface. + Hirarchical, movable BSP subscenes with level of detail management for the objects, object grouping. + System-primitive rendering for wire/flat shading, z-buffer, framebuffer only or z-only rendering, direct 3D hardware support (for DEC Kubota) + Flat or gouraud shading in combination with dithering, transparency and texture-mapping. + Unlimited colored, movable lightsources (distant, point and spotlights). + Material constants (ambient, diffuse, specular). + File I/O: rib,asc,rwx,plg,fig,geo,geom,scn,tri,ply. Texture I/O: tga,tiff,gif + Multiple cameras with stereo-support that render into windows or textures. + Simulated virtual person, all elements are controllable with I/O devices like Bird-sensor, Logitech 3D mouse, K1 glove, Powerglove, Sega Activator, Flightstick or 2D Mouse. + Internal task concept, all actions run as purple tasks. + 2D sprites, 2D and 3D text, overlay and underlay text, backdrop images, fog/distance cueing. + Work in progress: o MipMapping and animation for textures. o Environment mapping and mirrors. o Fast shadows with shadow mapping. o Phong and bump-mapping. o Anti-aliasing, 2D effects like lens-flares and fire. o Distributes object visualisation, networked worlds. Sanction's 3D engine Sanction is demo crew that develops a 3D engine for 386+ PCs. The authors are Christian Cohnen (cohnen@mailhost.uni-koblenz.de) and Dirk Kueppers. + Watcom C. + Flat shading, gouraud shading, gouraud shaded texturemapping. + Phong and enviroment mapping, phong shaded bump mapping. + Translucency. + Movable lightsources. + Ambient, diffuse and specular materials. + Motion blur. + VGA and SVGA resolution. + GUS and SB sound support. Latex From Paul Nettle (pnettle@umcc.umcc.umich.edu, hotwax@sojourn.com). + Open-GL like + Texture-mapping, environment-mapping, solid-color polygons, phong shading, gouraud shading, metal-shading, flat shading, ambient. + Z-buffering and sorting. + Triangles, quads, lines, points, text (mono-spaced or proportional) + Up to 100 dynamic light sources, material support with Ka, Kd and Ks variables (may change on the fly). + Support from 320x200 through 1280x1024, rendering into files. + An effective palette of 256 colors * 64 shades of each using Octree color quantization. Palette management routines that allow pushing and popping from the palette "stack". + Multiple cameras, hierarchical database design with forward kinematics and inheritance. + 100% Pure C for portability with ASM extensions for extra speed on 80x86 platforms. + Current Total of 222 API calls. More information on the (NEW) Latex Homepage or in the Latex info file. no name (NEW) PC 3D engine from Justin Johnson (justin@jjavp.demon.co.uk). + Linear texture mapping. + Fixpoint math. no name (NEW) PC 3D engine from Paul Ross (pa-ross@pat.uwe.ac.uk). + Flat, gouraud and texture mapped polygons. + Integer math. + C++ source. no name (NEW) PC 3D engine from Holger Bringmann (bic@sc.north.de). no name (NEW) PC 3D engine from Stein Hardy Danielsen (shd@stud.unit.no). + Flat, gouraud, phong shading. + Linear texture-mapping. no name (NEW) PC 3D engine from John Isidoro (jisidoro@acs.bu.edu). + Free direction texture mapping. no name From Mike Field (mafield@ibm.net). + C++/C. + Texture mapping, with mipmapping. + Distant, point and spot lights. + Script language for shapes, lighting and camera positions. + Linux and DOS support. no name From Mike Tedder (ragetech@trappen.vsl.ist.ucf.edu). + Portable C + Fixed point math, dirty rectangle erasing no name Z-buffer renderer for PCs from Tim Little (tim@charybdis.com). no name PC 3D engine from Alan Cushway (acushway@arthur.st.nepean.uws.edu.au). no name PC 3D engine from Christian Nentwich (brain.dr#d##d#@iddc.via.at). + ASM + Gouraud shaded polygons + Gouraud shaded texture mapping _________________________________________________________________ Gouraud Shading Engines Common features of the following engines: * 6 degree of freedom * gouraud shading Geomview GV is an interactive program, written by staff members of the Geometry Center, for viewing and manipulating geometric objects. It can be used as a standalone viewer for static objects or as a display engine for other programs which produce dynamically changing geometry. + Z-buffer renderer + SGI, NeXT and X11, binary and source distribution + polyhedra with shared vertices (.off), quadrilaterals, rectangular meshes, vectors, and Bezier surface patches of arbitrary degree including rational patches. + Picking on an object, edge or vertex level + Direct mouse manipulation, control panels, and keyboard shortcuts + Supports OOGL, a 3D file format for WWW 3D objects. More info on the Geomview Homepage or in the Geomview Readme. TAGL TAGL (Threedee Advanced Graphic Libraryis) a library that provides a subset of SGI-GL functionalities. Its main purpose is to be portable and extensible. It has been developped under Linux, but it can compile under whatever Unix system with X. TAGL is written in C++ by Bruno Levy (levyb@loria.fr). Full source for the library and two examples (geom-viewer and MARS like landscape demo) is available at sunsite.unc.edu or at ftp.cs.tu-berlin.de. More info in the TAGL Readme. HOOPS (NEW) HOOPS is a commerical 3D API from Ithaca Software, which was bought by Autodesc Inc a few years back. + Windows 3.1/NT, Mac. Silicon Graphics, HP, IBM RS/6000, Sun Sparc, DEC OSF/1 . + Flat, gouraud, phong and silhoutte mode. + Fast software z-buffer. + Display, printer and plotter support. + Support for hardware acceleration boards. + HDI (Heidi, Hoops Device Interface) is used for 3D Studio Max under Windows NT and in AutoCAD R13c3. Contact:1001 Marina Village Parkway, Alemeda, CA 94501 If someone has more information concering HOOPS, please send me an email ! Avril AVRIL is A Virtual Reality Interface Library, written entirely in ANSI C, except for the very low-level routines that actually write to the display. AVRIL was written by Bernie Roehl (broehl@sunee.uwaterloo.ca). + Support for HMDs and many input devices + Simpler and better API than REND386 + Full documentation Source: Official AVRIL site sunee.uwaterloo.ca or at ftp.cs.tu-berlin.de More info on the Avril Homepage or in the Avril Readme. There is also a Internet Virtual Reality project from Lepton Incorporated that uses the AVRIL rendering engine. Graph3D The Graph3D library supports Gouraud shading, color dithering, good support for a range of color palettes (i.e. 8-bit, 16-bit, 24-bit color), and support for the MSDL scene file format. It is written in C++ for maximum portability. The engine runs under X11 and MacOs. The full source is available at math.ohio-state.edu or via the homepage of the author Greg Ferrar. 3D Tools 3DT is a 3D engine for PCs by Voltaire/OTM (mortens1@nersc.gov). + Z-Buffer + C++ and ASM + Reads 3D-Studio ASC files A full source can be found on x2ftp.oulu.fi , more info in the 3D Tools Readme. XVirtual XVirtual is a 3D animation engine from Marcus Roth (roth@aix01.rz.fht-mannheim.de). + Animation support. + Shadow mapping. + ZBuffer rendering. + The C++ source has german comments. + Needs xview library. The source can be found on ftp.fht-mannheim.de. More info in the XVirtual Readme. RTMX RTMX is a 3D engine for PCs from David Pasca (d.pasca@agora.stm.it) and Fabrizio Zavagli (f.zavagli@agora.stm.it). + Flat, gouraud and phong shading of polygons. + Painters sorting. + C++/ASM source, ModeX, 32 bit. + GEO and GEM file support, there are lots of modells in the package. + 2 different interaction modes. + Cool userinterface. A demo can be found on x2ftp.oulu.fi . More info in the RTMX Readme. GVectors GV is a gouraud shading engine for PCs from Terry Sznober (tumblin@mi.net). + C/ASM source, uses XLib. + Single color objects, polygons sorting. The source can be found on x2ftp.oulu.fi . More info in the GVectors Readme. There is also a vector editor for the V10 format on x2ftp.oulu.fi . 3D Vectors The Modex 3D Vector Library from John McCarthy (BRIAN.MCCARTHY@CANREM.COM) contains a PC gouraud shading engine. + Multiple objects. + Z - sorting. + Translucency. + 2D text, bitmap objects. + Sound support for GUS and SB. + Joystick support. + 100% ASM. The source can be found on x2ftp.oulu.fi . More info in the 3D Vectors Readme. VeriScope (NEW) VS is a commerical 3D viewing system for 386 PCs from Pearson Interface (Vscope@pearsoni.demon.co.uk). + Gouraud-shading, dithered flat shading and wire-frame rendering in real-time. + Shadows and phong-shading in still rendering mode. + Stereo support using red-blue glasses. + 3D navigation using the mouse. + Collision detection. + Z buffer. + Reads DXF files, outputs FLC movies and PCS pictures. + DOS real-mode program. For more information and a demo see the VeriScope Homepage. Book: Interactive 3D Graphics in Windows I3DGW is a book (ISBN: 0-387-94573-3) from Roy Hall and Danielle Forsyth. + Gouraud-shading, dithering, wireframe, flat and unlit. + Z-Buffer rendering. + 3D metafiles. + Windows output, OLE linking. + JOET toolkit for 3D rendering (without source), C++ interface. + There are calls for texture mapping, but JOEY does not support it. 3D World 3DW is an engine from Istvan Adam Frits (I.A.Frits@derby.ac.uk). + Phong, gouraud, flat shading. + Object sorting. + C++ source code. The demo can be found on x2ftp.oulu.fi . More info in the 3D World Readme. no name (NEW) A gouraud shading, z-buffer engine by John Price (jsp@netcom.com). no name (NEW) A gouraud shading engine by Davide Pasca (dpasca@vv.val.net). + Scanline based bucket z sort renderer. + 3D sprites. no name (NEW) A gouraud shading engine by Geoff (bliss32@netcom22.netcom.com). _________________________________________________________________ DOOM or WOLFENSTEIN Engines Common features of the following engines: * Texture mapping on horizontal/vertical scanlines * Limited to indoor scenes * 4 or 5 degree of freedom Wolfenstein ID Software released the original sourcecode to Castle Wolfenstein. + ASM/C. + Othogonal walls. + No floor or ceiling mapping. The source is available at x2ftp.oulu.fi . WT WT (What's That) is a portable 3D game engine, Copyright (C) 1994 by Chris Laurel (claurel@mr.net) + Supports X windows, Linux, MacOS, OS/2, MS-DOS, Amiga + TCL interface + Extension with collision detection The source and some extensions can be found at the WT ftp site magoo.uwsuper.edu or at ftp.cs.tu-berlin.de (wt-05 source only). More info in the WT Readme. The MacWT version can be found on ftp.circa.ufl.edu or via the Homepage of William Hayden. WebView 3D WV is doom style 3d engine from Philip Stephens (philip@labtam.oz.au). + X11 support for Solaris, SunOS, BSDI, AIX and Linux. HiColor (16 bit) support for MS-DOS. + Variable window size. + Non-orthogonal walls, texturemapped floor and ceiling. + Backdrop images. + Depth cueing. + BSP rendering. + Collision detection. + 8 sided sprites. + C source with special adaptions for Intel-based machines. + PPM and GIF texture support. + WT- and WORLD-file to BSP converter. + Stereo display and simple physics not yet fully implemented. The source can be found on polaris.ibm.com. More info in the WebView 3D Readme. ACK The ACK (Animation Construction Kit) by Lary Myers supports only 386+ PCs. + Rectangular walls, all with the same height + Sprite objects + C and ASM The full source is located on x2ftp.oulu.fi . The book "Amazing 3-D Games - Adventure Set" (ISBN: 1-883577-15-2) contains a CD-ROM with an advanced version of the ACK engine (floor and ceiling texture mapping, WinG-support, better optimization). There is also an ACK for Windows version by J.Lundy that supports WinG output, midi and wave sounds. More info in the ACK for Windows Readme. Final Final is the final project of Peter Mattis (petm@soda.csua.berkeley.edu). The engine is written in portable ANSI C and was tested on HP's, a Sun SparcStation and an Apple Macintosh. + Gouraud shading and depth shading. + Collision detection between objects and walls. + Support for true 3D objects instead of sprites. + Support for 8 and 24 Bits. More info, the source and textures can be found on the Homepage of Peter Mattis or in the Final Readme . Virtual Presence Engine The VPE from Alexey Goloshubin (aleksey@ifjf.uib.no) supports only 386+ PCs. + Non-orthogonal walls, variable level floors/ceilings. + 3D regions, rooms above other rooms. + Moving walls / structures for doors and elevators. + Looking up / down. + Translucent walls / objects. + Multiple viewports, a camera can also render into a wall texture (TV effect). + Collision detection. + Frame speed adjustment. + Texture caching. + SVGA support. + Sound and Music support. A demo is available on x2ftp.oulu.fi . More information on the VPE Homepage or in the VPE Readme . Virtual Game Toolkit The VGT is a comercial Doom engine and VR toolkit for PCs from conitec that allows to develop adventure, action or role playing games based on an event controlled script language. + Non-orthogonal walls, variable level floors/ceilings, tilted floors and ceilings! + Movable room parts. + Light source plus ambient shading, distance cueing, fogging. + Looking up/down via y-shearing. + Transparent and animated textures. + Animated 2D sprites. + 320x200, 320x240 or 320x400 Pixels in 256 Colors on standard VGA. + Sound and music support, distance dependand volume control. + Each wall, region, thing or actor is a state machine with event controlled behaviour. + Landscape editor WED with integrated game compiler, WRUN interpreter and runtime module. There are 2 demos (SKADEMO and ACKNEX) found on Compuserve only. Contact: Johannes C. Lotter (100042.1745@compuserve.com) More info in the VGT Readme. VRKIT Is a comercial Wolf3D-like engine for PCs from M & M Computer Consultants. + Floor texturemapping with simple pattern. + No depthcueing + C and ASM A demo can be found on x2ftp.oulu.fi . More info in the VRKIT Readme. Room-Based Ray-Casting (NEW) RRBC is a 3D engine developed by Derek Burnheim (dburnhei@pcug.org.au). + Wall, floor and ceiling texturemapping. + Non-orthogonal walls with variable height. + Variable area lighting. + Rooms-above-rooms. + RBRC does not use pre-calculated visibility data so walls and doors may move horizontally as well as vertically. More infomation and a demo can be found on the RRBC Homepage. Zox3D Zox3D is a fast Wolfenstein engine for PCs from Robert Schmidt (robert@stud.unit.no). + Floor with texture, sky texture mapping + Mirrors (even with reflections from other mirrors) + C++ and ASM A demo can be found on x2ftp.oulu.fi . More info in the Zox3D Readme. I3D I3D is a commercial software toolkit for interactive 3D programs similar to Castle Wolfenstein or Ultima Underworld. + Joystick, Cyberman, keyboard and mouse support for navigation + Animated texture maps and transparent textures + Collision detection + Look up / look down, variable eye level + Automapping - as the user "sees" areas they are marked on map + Lighting effects (fade to color with distance) + Rectangular worlds Windows driver that uses WinG. A demo can be found on x2ftp.oulu.fi . More info in the I3D Readme. Contact: Jim O'Keane (jokeane@aol.com) RayCast (NEW) RC is a doom engine from Kenny Hoff (hoffkx@timewarp.uncg.edu). + Rectangular walls. + Wall, floor and ceiling texture mapping. + Animated textures. + Collision detection. + Variable wall heights. + Distance cueing, mist and fogging. + Movement record and playback. + Interactive wall creation and destruction. + C++ source. More information (and lots of pictures) on the RayCast Homepage Wolfdoom Wolfdoom is a 3d graphics engine for PCs by Mike Dussault (mdussault@aol.com). + Fixed wall height + Sector lighting and depthcueing + Non rectangular walls, curved walls + Sky texture mapping (no floor mapping) A demo can be found on x2ftp.oulu.fi , the source is also found on x2ftp.oulu.fi . More info in the Wolfdoom Readme. Phantom's Cyberspace PCS is a 3d engine for PCs from Jacco Bikker (aka 'The Phantom') (ADSJBI@SKFERC.NL). + Non rectangular walls, round corners. + Floor/ceiling mapping. + Sliding doors, rising blocks. + Depth cueing. + Pascal source with dutch comments. The source can be found on x2ftp.oulu.fi . More info in the Phantom's Cyberspace Readme. Cave Dweller CD is a 3d wolfenstein engine for PCs by Lee Koloszyc (jpage@crow.cybercomm.net). + Rectangular walls, no floor/ceiling mapping. + Sound output. + Turbo Pascal source. The soure can be found on x2ftp.oulu.fi . More info in the Cave Readme. Labyrinth 3D L3D is a 3d graphics engine for PCs by Kimmo Fredriksson ( Kimmo.Fredriksson@Helsinki.FI). + Fast Wolfenstein engine + Pascal (with finnish comments) The full source can be found on x2ftp.oulu.fi . Atlantis Atlantis is a commercial 3D Doom like engine from Michael Case from Microcraft (mcase@primenet.com). + Arbitrarily oriented horizontal (floor/ceiling) or vertical (wall) planes. + Animated or static textures with a range sizes, transparency. + Animated 2D Sprites, texturemapped polygon objects, backdrop textures. + Depthcueing. + Looking up / down. + Collision detection. + Automatic movement of sprites along a path. + Different types of doors, support for elevators. + Windows NT, Windows 95, or Windows 3.1 using Win32s. + Renders to any window size, optional reduced horizontal resolution mode, for faster rendering. A demo and more info can be found on the Microcraft Homepage. The demo can also be found on x2ftp.oulu.fi . Here is the Atlantis Readme. RAGE RAGE (Raycasting Algorithmic Graphical Engine) is a commercial doom-style engine under windows. + Animated texture maps and transparent textures + Flat shaded polygon objects + Collision detection + Look up / look down, variable eye level + Sector lighting and distance cueing + Non rectangular worlds More info on the Monolith Homepage. A demo can be found on ftp.megamedia.com . Contact: monolith@megamedia.com Pie 3D Game engine The P3D engine is a commercial game engine somewhere between Wolf and DOOM in appearance and features. + Floor and sky mapping + Fog effects and distance cueing + Animated sprite objects + Transparent textures + 45 degree wall-layout with different floor and ceiling height + Included paint programm and universe builder More info on the Pie in the Sky Software Homepage. A demo can be found on ftp.catalog.com . Contact: dwhc72a@prodigy.com 4DX The 4DX Rendering Engine is a commercial doom/heretic game engine from Jaimi RR McEntire (jaimimc@aol.com) from DBA Gryphon Entertainment Software. + Animated sky mapping. + Non rectangular walls with different height. + Looking up/down is done via y-shearing (as in Heretic, Dark Forces etc). + Animated sprite objects. + Transparent textures. + Interactive level and texture editor. + 2D effects like snow. + Sound support. + DOS and Windows libraries available. + 4DX is a C++ Library and requires Watcom C++ v 10.0, 4DX is fully 32bit. + Wadfile importer. A demo can be found on x2ftp.oulu.fi . More info in the 4DX Readme. Book: Learning Windows(tm) Programming Using Virtual Reality LWPUVR is a book (ISBN: 0-12-737842-1) from Christopher D. Watkins (cwatkins@algorithm.com) and Russell J Berube that contains the source for a 4D doom-style engine under windows. The engine also supports anaglyph 3-D glasses. More info on the Algorithm's Homepage page. Book: Gardens of Imagination GOI is a book (ISBN: 1-878739-59-X) from Christopher Lampton that contains source for a 4D wolfenstein engine in C/C++/ASM. + Floor and ceiling mapping. + Depthcueing and fogging. + Lightsourcing. + Heightmapping. + Rectangular walls. Book: Tricks of the Game Programming Gurus TGPP is a book (ISBN: 0-672-30507-0) of LaMothe and Ratcliff that contains the source for a wolfenstein engine in C++/ASM. + Floor and ceiling mapping. + Depthcueing. + Rectangular walls. no name (NEW) PC ray-casting engine from Mark Feldmann. no name (NEW) PC 3D engine from James E. Sharman (sis2070@sis.port.ac.uk). + Shaded texturemapping. + Very fast world culling with an almost unrestricted polygon database. _________________________________________________________________ Flat-shading Engines REND386 A 3-D Polygon Rendering Package for the 386 and 486 written by Dave Stampe (dstampe@sunee.uwaterloo.ca) and Bernie Roehl (broehl@sunee.uwaterloo.ca). + Hierarchical linked figures + Animation state machine + Support of external io-device and display drivers + No longer supported. Source: sunee.uwaterloo.ca or at ftp.cs.tu-berlin.de. More info in the REND386 Readme. VR386 VR386 is the other followup to REND386, it was written by Dave Stampe (dstampe@sunee.uwaterloo.ca). + better timebase for timing and control + simplified programmer interface + EMM386 for up to 4 megabytes of memory for object storage Source: psych.utoronto.ca or at ftp.cs.tu-berlin.de MultiVerse MV is a multi-user, non-immersive, X-Windows based Virtual Reality system, primarily focused on entertainment. MultiVerse was written by Robert Grant (RGrant.LAX1B@Xerox.com). + Client-Server based model, using Berkeley Sockets. + No limit to the number of users (apart from performance). + Hierachical Objects (allowing attachment of cameras and light sources). + Multiple light sources (ambient, point and spot). + Objects can have extension code, to handle unique functionality, easily attached. Source: ftp.u.washington.edu or at ftp.cs.tu-berlin.de . More info in the Multiverse Readme. SWOOP/VR SWOOP/VR is the combination of SWOOP (Simulation With Object Oriented Programming) and VROOM (Virtual Reality using Object Oriented Methods), both developed at the Deptartment of Automatic Control & Systems Engineering, University of Sheffield to allow system simulation analysts to virtually enter their simulated processes. SWOOPVR runs on a standard PC (386 or 486) using a normal VGA card. A demo can be found on ftp.u.washington.edu . Contact: Robin Hollands (R.Hollands@Sheffield.ac.uk) MegaGraph Graphics Library The MGL is a commercial graphics library for PCs from SciTech. + BSP sorting + C++ and ASM A demo can be found on x2ftp.oulu.fi . More info in the MegaGraph Graphics Readme. XYZ++ XYZ++ is a commercial 3D graphics class library for PCs from Magnum Opus Studios (nickc@netcom.com). + C++ Interface + Output is done via BGI interface + Fixed point and float math Some demos can be found on ftp.netcom.com . The Guts TG is a test for some very fast and expandable object oriented graphics and animation routines from Matthew Lamari (eng-mcl@jcu.edu.au). + C++. + Simple painters sorting. + Robot motion is automatically calculated by the length of the legs. + Multiple viewports. A demo can be found on falcon.jcu.edu.au. More information in the The Guts Readme. Great Evil's Vectors The Vector library from 'Great Evil' (gt5111a@prism.gatech.edu) contains a Mode X flatshading engine for 386 PCs. + Z-sorting. + No clipping. + Protected mode ASM. The source can be found on x2ftp.oulu.fi . More info in the Greater Evil Vectors Readme. DView The DView package from Jack Hill (jkhil@dbsoftware.com) contains a flatshading engine for PCs. + Read DOOM I WAD files. + BSP rendering. + C++ Source. The source can be found on x2ftp.oulu.fi . More info in the DView Readme. 3D_2 The 3D_2 package from Kane Ironside (mtp1ki@surrey.ac.uk) contains a flatshading engine for PCs. + No sorting. + C source. + Uses BGI graphics interface. + Converter for GEO files. The source can be found on x2ftp.oulu.fi . VR Studio VRS is a commercial flatshading engine and 3D package from DoMark. + Joystick and mouse support. + Ad-Lib sound support. A PC demo can be found on ftp.cs.tu-berlin.de. There is also a world viewer for the Amiga on ftp.uni-paderborn.de Book: Taking Flight TF is a book (ISBN: 1-55851-384-1) from Christopher D. Watkins (cwatkins@algorithm.com) and Stephen R. Marenka that contains the PC source for a 6D polygonal flight simulator. More info on the Algorithm's Book page. Book: Virtual Reality ExCursions: with Programs in C VREX is a book (ISBN: 0-12-737865-0) from Christopher D. Watkins (cwatkins@algorithm.com) and Stephen R. Marenka that contains the PC source for polygonal 3-D virtual worlds. The engine also supports anaglyph 3-D glasses. More info on the Algorithm's Book page. Book: Flights of Fantasy The FOF package for PCs comes with the book "Flights of Fantasy" from Chris Lampton (The Waite Group Press 1993 ISBN 1-878739-18-2). + Sprites, backdrop and overlay images + C++ and ASM The full source can be found on x2ftp.oulu.fi . Book: Graphics Programming in Windows GPW is a book (ISBN: 0-201-60882-0) from Philip Taylor (phil.taylor@sierra.com). + Flat shading using Windows GDI. + Raytracer. + C source. Yanns 3D The Yanns 3D engine is a solid color 3D engine by Jon Beltr n de Heredia (jtabeolj@bi.ehu.es) aka Yann from Iguana. + 3D and 2D clipping. + Painters alg. + 386 ASM, protected mode and real mode version. The source can be found on x2ftp.oulu.fi . Gossamer Gossamer is a flatshading engine for the Macintosh. The engine can be found on freebsd.cdrom.com . no name (NEW) PC 3D engine by Nils Svangard (Hrafn@abc.se). + Fixpoint math. + Bresenham edge tracing. + ASM source for scanliners. + Painters alg. no name (NEW) 3D engine by Michael L. Lewis (mlewis@neuro.ms.com). + Painters alg with bucket/quick sort or floating point z-buffer. + 8 bit display support. + Compiles under unix (probably X11). no name (NEW) 3D engine by Keith Lucas (sillywiz@wardrobe.demon.co.uk). + X11 support using X11 polygons. + Painters alg. + Single lightsource mounted on the camera. + C source. no name (NEW) BSP tree rendering engine by Cleo Saulnier (p8uu@unb.ca). _________________________________________________________________ Wireframe/no shading Engines VOGLE VOGLE (very ordinary graphics learning environment) is a device portable graphics library that is loosely based on the Silicon Graphics Iris GL. VOGL was done by Eric H. Echidna (echidna@munnari.OZ.AU). + C source. + Drivers for postscript, sun workstation, apollo workstations, X11 (R4 & R5), tektronix (401x), hpgl, dxy, and the ibm pc cards: hercules mono, cga, ega, vga and sigma, MS-windows and HP graphics terminals.. + Bezier patches, polygons, arcs, lines and hershey font 2D text support. + Flat and wireframe rendering (no shading!) The source can be found on munnari.oz.au . VOGL VOGL (very ordinary GL Like Library) is a device portable graphics library that tries to be Silicon Graphics Iris GL compatible. The intention is that any VOGL program will compile unchanged on a machine running SGI GL (the examples do). VOGL is based entirely on the other graphics library VOGLE. VOGL was done by Eric H. Echidna (echidna@munnari.OZ.AU). + C source. + Drivers for postcript, sun workstation, apollo workstations, X11 (R2, R3 & R4), tektronix (401x), hpgl, dxy, and the ibm pc cards: hercules mono, cga, ega, vga and sigma. + Bezier patches, polygons, arcs, lines and hershey font 2D text support. + Flat and wireframe rendering (no shading!) The source can be found on munnari.oz.au . Sced Sced is a constraint based scene modeller using wireframe display from Stephen Chenney (stephen@cs.su.oz.au). + X Windows support. + Simple primitive objects can be created and there is full support for Constructive Solid Geometry (CSG), which allows for the definition of complex objects using set operations on simpler objects. + Objects can be positioned in the scene, scaled, rotated, copied, moved etc. Constraints are used to position and shape objects. + Sced produces output files for POVRay, Rayshade, Genray, Radiance, RenderMan or Genscan and also saves OFF files. + Support for camera, light and material properties. + C source. + Elk Scheme extension language support. The source can be found on plaza.aarnet.edu.au or via the Sced Homepage. X3D X3D is an X11 wireframe viewer from Mark Spychalla (spy@castlab.engr.wisc.edu). + Stereo rendering support. + Multiple line colors in non-stereo mode. + Hidden line / Hidden surface display modes. + Utiltiy to compute convex hull of polygons. The source can be found on dpls.dacc.wisc.edu. 3D KIT 3D Kit is a package that contains some tools for 3-D wireframe graphics, both in binary (PC) and C source forms. 3D Kit is from Oscar Garcia (garciao@mof.govt.nz). The source can be found on x2ftp.oulu.fi. 3DG 3DG is a wireframe viewer for PCs by Greg Ecker (eckerg@is.nyu.edu) that uses the Borland BGI interface. The C++/ASM source can be found on x2ftp.oulu.fi. ZED Engine The ZED engine is a very basic 3D engine from Sebastion Loisel (loiselse@ift.ulaval.ca). It was developed in conjuction with the ZED 3D tutorial about polygon scanconversion, texture mapping and phong shading. + Z-Sorting. + No light calculations. + No clipping. + Reads ASC files. The tutorial and source is available on x2ftp.oulu.fi. FLY8 The FLY8 package is a wireframe multiplayer flightsimulator from Eyal Lebedinsky (eyal@ise.canberra.edu.au). + MSDOS (Borland c, Quick C, DJGPP), Windows with WinG, Unix/X11 (shm) and Amiga support. + SVGA and stereo shutter glasses support. + Landscape generation and collision detection. + Algorithmic sky painting. + Sound and joystick support. + 2D vector text. + Networking support. The source is available on sunsite.unc.edu. Retarded Vectors The RV package contains a wireframe engine by Jon Beltran de Heredia (jtabeolj@bi.ehu.es) aka Yann from Iguana. + ASM for all PCs. + 3D projection. + Fixed point math. + Motion blur. The source can be found on x2ftp.oulu.fi . More info in the Retarded Vectors Readme. _________________________________________________________________ Landscape Rendering Engines New section Mars Mars is a voxel landscape rendering demo for 386 PCs from Tim Clarke (TJC1005@hermes.cam.ac.uk). + 'The classic landscape renderer'. + Fractal terrain generation. + Interpolated voxel heightfield rendering. + Sky texturemapping. + No rotation, only translation. + Extrem short executable. The demo can be found on x2ftp.oulu.fi . CMars CMars is a newer version of Mars from David Lindauer (gclind01@ulkyvx.louisville.edu). + Interpolated voxel heightfield rendering. + Sky texturemapping. + Y-Rotation and translation. + C / ASM source. The source can be found on x2ftp.oulu.fi . More info in the C Mars Readme. Fly1 (NEW) Fly1 is a heightfield rendering engine from Chris Egerter (chris.egerter@homebase.com) - author of WordUp Graphics Toolkit. + Textured voxel heightfield rendering. + Sky texturemapping. + Y-Rotation, tilt and translation. + 3 detail levels. + C / ASM source. The demo and source can be found on x2ftp.oulu.fi. More information on the WGT Free Code Homepage. Giant Giant is a 4 KB into demo by Jari Ky Töjo Ki (aka Sigma) that contains a landscape part. + Voxel landscape rendering with interpolation. + Sky mapping. + Only translation. + Precalculated shading. + ASM source. The source can be found on x2ftp.oulu.fi . Land 3D Land 3D is a landscape rendering demo by Andreas Moeller (u940392@daimi.aau.dk). + Voxel landscape rendering with interpolation. + No sky mapping. The demo can be found on x2ftp.oulu.fi . Moonbase Moonbase is a landscape engine for PCs by James McNeill (mcneja@wwc.edu). + Interpolated voxel rendering. + No skymapping. + Y-Rotation and translation. + C / ASM source. The source can be found on x2ftp.oulu.fi . More info in the Moonbase Readme. Venus Venus is a voxel terrain engine by Vincent Lepetit (lepetit@scinfo.u-nancy.fr) using the TAGL library. + Interpolated voxel heightfield rendering. + Textured sky backdrop mapping. + Plasma terrain generation. + Animated water waves. + Y-Rotation and translation. + X11 Windows, dynamic window size. + C source. The source can be found in the TAGL package. More info in the Venus Readme. Iguana Heartquake Land IHL is a voxel landscape engine for 386 PCs by Jare (jare@iguana.dit.upm.es) and JCAB of Iguana. The source contains only the landscape part of the Heartquake demo. + Voxel heightfield without interpolation. + 6 degree of freedom. + No sky texturemapping. + Precalculated, natural landscape with shading. + C / ASM source. The source can be found on x2ftp.oulu.fi . More info in the Iguana Heartquake Land Readme. Height Height is a voxel landscape engine for 386 PCs from Mike Gardi (megardi@watserv1.uwaterloo.ca). + Voxel heightfield without interpolation. + Rotation and translation. + No sky texturemapping. + Precalculated, natural landscape. The demo can be found on x2ftp.oulu.fi . More info in the Height Readme. HField HField is a voxel landscape engine for 386 PCs by Aaron Wacker (aaron@mermaid.micro.umn.edu). + Voxel heightfield without interpolation. + No sky texturemapping. + Translation only. + No sky texturemapping. + Turbo Pascal source. The demo can be found on x2ftp.oulu.fi . HField OTM Voxel is a simple voxel engine and documentation by Zach Mortensen (mortens1@nersc.gov), aka Voltaire of OTM. + Simple voxel rendering. + C / ASM source. The source can be found on x2ftp.oulu.fi . More info in the OTM Voxel Readme. Magic Magic is a 'Magic Carpet" like engine demo for PCs done with the WGT package by Chris Egerter (chris.egerter@homebase.com). + Polygonal terrain rendering with linear texturemapped triangles. + 6 degree of freedom. + Distance cueing. + No sky mapping. + Animated, moveing water polygons. The demo can be found on x2ftp.oulu.fi . More info in the Magic Readme. 4K Less 4KL is a flatshaded polygon landscape demo (4K into) by Esa Pulkkinen (esap@cs.tut.fi) aka Brainstorm of Paranoids. + Flatshaded polygon landscape. + Rotation and translation. + C / ASM source. The source can be found on x2ftp.oulu.fi . More information on the Paranoids WWW page KS Land KS Land is a wireframe landscape engine for PCs by Keith Sibson (ks@dcs.st-and.ac.uk) . + Wireframe plasma landscape. + C++ / C source. + Y-rotation and translation. The source can be found on x2ftp.oulu.fi . More info in the KS Land Readme. LL Land LL Land is a dot landscape engine from Lord Logics (ketrenoj@ucs.orst.edu). + Dot landscape. + Rotation and translation. + C / ASM source. The source can be found on x2ftp.oulu.fi . More info in the LL Land Readme. 3D Scape 3D Scape is a dot landscape engine by David Hedley (hedley@cs.bris.ac.uk). + Dot landscape. + Fractal landscape generation. + Rotation and translation. + C / ASM source. The source can be found on x2ftp.oulu.fi . More info in the 3D Scape Readme. Rotscape Rotscape is a dot landscape engine from TTT (ttaiple@phoenix.oulu.fi). + Dot landscape. + Y-Rotation and translation. + ASM source. The source can be found on x2ftp.oulu.fi . Gor Land Gor Land is a dot landscape demo for PCs by Paul Geary (gearyp@cs.man.ac.uk). + Dot plane mapping. + ASM source. The source can be found on x2ftp.oulu.fi . _________________________________________________________________ Non-realtime Rendering Engines ZRend ZR is an implementation of an accurate zbuffer renderer from Raghu Karinthi (raghu@cs.wvu.edu) of the West Virginia University. + NFF input files. + 24 bit color TARGA file rendering. + Accurate fixed point arithmetic in all its calculations. + Gouraud shading. The source is published in the chapter 7-6 of the book Graphics Gems V from Alan Paeth (ISBN: ) and is available at ftp.princeton.edu. More info in the ZRend Readme. SIPP SIPP (SImple Polygon Processor) is a scanline z-buffer rendering library from Equivalent Software HB. the authors are Jonas Yngvesson (jonas-y@isy.liu.se) and Inge Wallin (ingwa@isy.liu.se). + Phong, gouraud or flat shading. + Texture, opacity and bump mapping. + Bezier patches and polygons and object primitives. + Procedural texure shaders. + Arbitrary number of light sources. + Z-Buffer rendering. + Simple anti-aliasing through oversampling. + Output to Portable Pixmap format (ppm) or user-supplied functions. + C source and good documentation. The source can be found on isy.liu.se . There is also a version with TCL interface available at ftp.uu.net. RenderLib RL is a 3D graphics dynamic link library for Windows 3.0 from buitenhu@cs.rug.nl . + Written 1991 for Windows 3.0 and 386 PCs. + 8 bit display support. + Wireframe, no-shading, flat- ,gouraud- and phong-shading. + Polygon and polyline rendering. + Hierarchical transformation matrices, grouping. + NFF file support. + Multiple viewports. + Unlimited number of coloured lightsources. Ambient-, directional-, point- and spot- lights. The demo can be found on micros.hensa.ac.uk. More info in the RenderLib Readme. Book: 3D Computer Graphics The book "3D Computer Graphics" by Alan Watt (ISBN: 0-201-63186-5) contains pascal source for a wireframe and polygonal rendering engine. + Z-buffer scanline renderer. + Gouraud shading. Some more info on the 3D Graphics Booklist page. Book: Fast Algorithms for 3D Graphics The book "Fast Algorithms for 3D Graphics" by Georg Glaeser (ISBN: 0-387-94288-2) contains source code for a PC rendering engine. + Wireframe engine in C. + Z-buffer renderer in Pascal. + Shadow mapping. More info on the 3D Graphics Booklist page. _________________________________________________________________ This page was last modified on 23.11.95 (16:12 MET). You are visitor number - of this page. If you have additions, corrections or comments, please feel free to send them via email to ki@cs.tu-berlin.de. This list is ©Karsten Isakovic, Technical University of Berlin Computer Graphics Links My Homepage