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Welcome to AEngine wiki !

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.

Features

  • Written in C++11
  • Rendering with Direct3D 11 and multithreaded rendering on deferred contexts
  • Customizable rendering order lists
  • Scene system with nodes and entities
  • Mesh creation
    • Primitives
    • Imports from files. See below for a list of supported formats.
    • Primitive batches
  • Texture loading from files. The supported formats are :
    • DirectDraw Surface ( .dds )
    • bitmaps (BMP, JPEG, PNG, TIFF, GIF, HD Photo, or other WIC supported file container)
  • Rendering to cube map textures
  • Effects (shaders) and easy integration of new shaders. The shaders provided are : a basic shader to render primitives without lighting, Phong lighting, Gooch lighting, Phong lighting with bump mapping and reflection
  • Lighting (directionnal, point and ambiant light)
  • Graphical user interface (CEGUI)
  • FXAA (FXAA) and MSAA support (anti-aliasing algorithms)
  • Resource loader system (AEFactory)
  • First person and arcball cameras
  • Easily customizable
  • User-friendly

Table of contents

Installation

Demos

Starting guide - How-to

Pipeline

More on mesh creation

General considerations about conventions used

Supported mesh formats

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 )

Developper and contact information

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.


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