35 lines
1.5 KiB
Plaintext
35 lines
1.5 KiB
Plaintext
Rhubarb is a 'project' 3D engine I (Sergiusz Bazanski) have been working on.
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Unless you're curious about ugly C++ code, I'd stay away from it. :D
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Sample screenshot: http://i.imgur.com/8Wtxn.png
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Main ideas:
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o Based on OpenGL 3.0 core context, meaning no deprecated calls used
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whatsoever (and that is a Good Thing).
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o As tiny as possible, aiming to be not dependant on any other library. Right
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now it still requires GLEW, but I'm getting rid of it soon.
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o Portable, at least in theory. Linux context creation is coming sooon.
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o Does not get in your way - you can use as much or as little stock classes
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as you want. The default collection tries to hide details like shader
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compilation and texture loading away from you, but if you want you can
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start issuing OpenGL calls like it's 1999.
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o Not a Game-specific engine - if you want that, go play with Ogre3D. We're
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here to render stuff, not to write scene managers or physical objects
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abstractions. If you want to use this in a game, write this stuff yourself.
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Features:
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o Slow and in places unstable .obj loading, but hey, it works.
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o Simple to read and write .model formet which specifies mesh, shader and
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texture data. New loaders easily writable.
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o Basic objects included: Entity, Camera, Model.
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Requirements:
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o An OpenGL 3.0 compatible graphics card.
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o GLEW, either as a static library or a .c source file.
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Additional Credits:
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o Hideous (www.hideou.se) and doeke for the Knife model and textures. |