Horde3D is an open-source cross-platform graphics engine.[2] Its purpose and design is similar to that of OGRE with the primary goal being lightweight for next-generation video games.[3] The engine is also particularly suited for large crowd simulations.[4] The engine is also compatible with GLFW.[5] The major part of the graphics engine was originally written for the indie group pyropix and development is now continued at the University of Augsburg.

Horde3D
Original author(s)Nicolas Schulz
Developer(s)The Horde3D Team
Repository
Written inC++
Operating systemMicrosoft Windows, Mac OS X, Linux (experimental)[1]
Available inEnglish
TypeGraphics rendering engine
LicenseEPL
Websitewww.horde3d.org

Design

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The engine is primarily designed for an object-oriented approach to scene rendering.[6][7] It also features a Scene Editor that can design shaders with support for plugins including physics.[8] The engine was originally built on top of OpenGL 2.0[9] A plugin to use the engine with the Bullet Physics API also exists.[10]

Languages

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The engine contains a number of bindings to various languages including C#, Java, Python, Lua, Squirrel, GML (GMHorde3D)[11]

Games using the engine

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The following commercial games use the Horde3D engine:[2]

Title Year Developer
Offroad Legends 2012 DogByte Games
Redline Rush 2013 DogByte Games
Timelines: Assault on America 2013 4Flash Interactive
Offroad Legends 2 2014 DogByte Games
Off The Road 2018 DogByte Games

References

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  1. ^ Nüscheler, Christoph (16 October 2013). "Building the GameEngine on Linux (experimental)". University of Augsburg. Archived from the original on 24 September 2015. Retrieved 18 July 2014. Since Linux support is still experimental, feedback will be highly appreciated.
  2. ^ a b "Home". horde3d.org.
  3. ^ "Horde3D". Sourceforce. 29 April 2013. Retrieved 2014-01-24.
  4. ^ "Horde3D - Next-Generation Graphics Engine". Launchpad. rebel. March 4, 2010. Retrieved 2014-01-24.
  5. ^ "Horde3D". GLFW. February 7, 2010. Archived from the original on 2014-01-18. Retrieved 2014-01-24.
  6. ^ "Horde3D (Engine) | DevMaster". Archived from the original on 2014-01-17. Retrieved 2014-01-16.
  7. ^ Ido A. Iurgel; Nelson Zagalo; Paolo Petta (24 November 2009). Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portugal, December 9-11, 2009, Proceedings. Springer. p. 266. ISBN 978-3-642-10642-2. Retrieved January 21, 2014.
  8. ^ "Official Horde3D Scene Editor released". Khronos Group. November 13, 2007. Retrieved 2014-01-17.
  9. ^ "Horde3D SDK v.0.5 OpenGL 2.0-based lightweight engine for rendering large crowds of animated characters". Khronos Group. September 25, 2006. Retrieved 2014-01-17.
  10. ^ "Horde3D Physics Library Integration". Bullet Physics Library. October 12, 2007. Retrieved 2014-01-17.
  11. ^ "Language Bindings". Archived from the original on 2014-01-17. Retrieved 2014-01-24.
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