Re: xors3D
#11So what does add this extension, what are its characteristics besides the dynamic lighting?
Render system features:
* hardware instancing using shaders
* hardware and software skinning
* multiple viewports rendering
* fullscreen antialiasing 2x-16x
* deferred rendering
* vertex lighting
** directional
** point
** spot
* per-pixel lighting using shaders
* fog
* different FX-flags for entities (FFP legacy of blitz3d)
* different blending types
* alpha testing, alpha sorting
* order of rendering for different entities and groups of entities
* frustum culling
* support of .b3d and .X as optimised statics (further support of other formats is possible if needed for majority of users)
* primitives with automatic uv-mapping (quad, box, sphere, cylinder, cone)
* animated meshes
* children management
* bones management
* access to vertex and index buffers
* terrains
* mesh collisions and intersections
* .dds, .png, .tga, .bmp, .jpg support
* 1d, 2d, spheremaps, cubemaps, volumetric textures
* texture filtering (point, linear, trilinear, anisotropic 1x-16õ)
* FFP texture blending (alpha, add, multiply, mulitply2x)
* creating, copying and rendering to texture
* moving, scaling, rotating
* raypick system
* rendering groups
* 2d graphics (lines, quads, ovals, text, images)
* Easy work with shaders, with automatic binding common types of params (light data, textures, blending modes, etc)
* Shadows casting from all lights types (PSSM with orthographic projection for directional lights)
As an audio engine Xors3d uses Squall sound system. This library isn't inferior to famous FMOD, BASS and other sound libraries. It proved oneself in a great number of commercial and non-commercial games. The main advantage of Squall is that it's free for use in any type of product, you don't need to purchase license. Squall linked dynamically, so if you need not sound (or you want use other sound engine) you may just delete squall.dll, and all sound commands will not work.
Sound system features:
* formats: WAV (PCM, IMA ADPCM, MS ADPCM), MP3, OGG, XM, MOD, IT, S3M, STM
* streaming playback
* sounds:
** panning
** pitching
** volume control
* channels:
** panning
** pitching
** volume control
* 3d sounds
** attaching to entity
Xors3d uses NVIDIA® PhysX™ Technology. Actually it isn't build-in into Xors3d, it's available as an add-on called [φ]sics or [Phi]sics (formerly known as PhysX Wrapper).
Phisics system features:
* Rigid bodies: box, sphere, capsule, convex hull, trimesh (triangle mesh)
* Joints: hinge, spherical, cylidrical, distance, prisma, onLine, onPlane, D6joint
* Materials and anisotropic materials (properties):
** friction
** density
** hardness
** bounciness
* Controls: force, acceleration, torque, collision groups and collision masks, contact report, special flags
* Yummy: kinematic bodies, triggers, CCD Skeleton (continuous collision detection), RayCast system, vehicles (RayCast, Joints), Clothes and Tearable clothes, Soft Bodies, Magnets, Water and Keps, Particle Emitters
xScript is a scripting module of Xors3d. It's based on AngelScript which is fast and stable. xScript can be used for coding AI, scripted scenes, UI behaviour coding and more. You can write even the whole code of your game or application in script!
Script system features:
* syntax of C++
* strict data types
* call of engine functions
* call of any user function (except Blitz3d still)
* garbage collector
* multithreading
Input system support keyboard, mouse and joysticks.
Command set of Xors3d identically to Blitz3D, with 'x' preffix, e.g.
xGraphics3D(), xLoadMesh(), etc.
That's not true. You'd have to rewrite every part of the code that uses FastExtension, and then change all the graphics commands to the ones that xors3D uses. These aren't that hard to do, but after this you still need to write the code needed to use the features offered by xors3D, or it won't be of much use.mrslig100 wrote:Its as simple as recompiling the game with this in blitz.
Wont take 5 mins!!!