AEngine is a rendering engine built on the Direct 3D library. The initial purpose was just to render trajectories but it turned out into something more advanced.
The objective of this library is not to provide a comprehensive rendering engine, but instead to offer a modular framework which easily allows the integration of other functionalities. Still the library provides a set of basic functionalities, covering all the main aspects of a 3D graphics engine.
General considerations about conventions used
The supported formats for mesh files are :
COMMON INTERCHANGE FORMATS
- Collada ( .dae )
- Blender 3D ( .blend )
- 3ds Max 3DS ( .3ds )
- 3ds Max ASE ( .ase )
- Wavefront Object ( .obj )
- Industry Foundation Classes (IFC/Step) ( .ifc )
- XGL ( .xgl,.zgl )
- Stanford Polygon Library ( .ply )
- LightWave ( .lwo )
- LightWave Scene ( .lws )
- Modo ( .lxo )
- Stereolithography ( .stl )
- DirectX X ( .x )
- AC3D ( .ac )
- Milkshape 3D ( .ms3d )
MOTION CAPTURE FORMATS
- Biovision BVH ( .bvh )
- GRAPHICS ENGINE FORMATS
- Ogre XML ( .xml )
- Irrlicht Mesh ( .irrmesh )GAME FILE FORMATS
- Quake I ( .mdl )
- Quake II ( .md2 )
- Quake III Mesh ( .md3 )
- Quake III Map/BSP ( .pk3 )
OTHER FILE FORMATS
- BlitzBasic 3D ( .b3d )
- Quick3D ( .q3d,.q3s )
- Neutral File Format ( .nff )
- Sense8 WorldToolKit ( .nff )
- Object File Format ( .off )
- PovRAY Raw ( .raw )
- Terragen Terrain ( .ter )
- 3D GameStudio (3DGS) ( .mdl )
- 3D GameStudio (3DGS) Terrain ( .hmp )
- Izware Nendo ( .ndo )
Jean-Philippe LAM-YEE-MUI
MSc in Computer Science at Georgia Tech (2013-2015) and student at Supelec (2011-2014)
email : jphilippe.lym@live.fr
Source code is no longer available through the download page. Please mail me for information.