Help needed: I'm searching for an old engine
by Berserk · in General Discussion · 10/10/2006 (2:01 pm) · 16 replies
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#2
a minor addition.
if the bsp is a must, then quake 1 or 2 is the way to go.
simply find some open source bone stuff if your not up to writing your own.
10/10/2006 (3:18 pm)
Yea quake 1 and 2 dont use bone animations tho.a minor addition.
if the bsp is a must, then quake 1 or 2 is the way to go.
simply find some open source bone stuff if your not up to writing your own.
#3
10/10/2006 (3:26 pm)
Half Life added the boned MDL format from Quake 3 into the engine. There have been several groups that have added it into Q1/2 as well since they were released under the GPL.
#4
10/11/2006 (2:10 am)
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#5
You could try out this engine. Its got a pretty liberal BSD-style license, supports skeletal animation, and uses Direct3D9 - so you could probably just write a flat shading shader.
Regarding BSP, the engine only uses it for collision detection - the "scene management" is basically a portal system.
Then there's Ogre - which of course is mainly a 3d graphics framework, though its not too hard to add the rest in. The scene management is pretty generic (at the core a scene graph), so you can use various different techniques, including of course BSP (i think it supports Q3 bsp's). It also supports skeletal animation.
As with the above suggestion, shaders are used, so you could probably just write a flat shading shader. In addition it supports OpenGL.
Then there's Irrlicht. Its a bit like ogre, but the framework is more game orientated. Its also got a software renderer, as well as the typical Direct3D and OpenGL renderers. As with Ogre, you can also load Q3 bsp's. Regarding skeletal animation, it supports numerous model formats, so i'd guess at least one of them supports it.
Of course, it also supports shaders - except for the software renderer.
Thats all that came to mind - you'll probably find that the more "Old Style" you get, the less modern features such as skeletal animation you will find.
Good luck.
10/11/2006 (3:57 am)
Beserk,You could try out this engine. Its got a pretty liberal BSD-style license, supports skeletal animation, and uses Direct3D9 - so you could probably just write a flat shading shader.
Regarding BSP, the engine only uses it for collision detection - the "scene management" is basically a portal system.
Then there's Ogre - which of course is mainly a 3d graphics framework, though its not too hard to add the rest in. The scene management is pretty generic (at the core a scene graph), so you can use various different techniques, including of course BSP (i think it supports Q3 bsp's). It also supports skeletal animation.
As with the above suggestion, shaders are used, so you could probably just write a flat shading shader. In addition it supports OpenGL.
Then there's Irrlicht. Its a bit like ogre, but the framework is more game orientated. Its also got a software renderer, as well as the typical Direct3D and OpenGL renderers. As with Ogre, you can also load Q3 bsp's. Regarding skeletal animation, it supports numerous model formats, so i'd guess at least one of them supports it.
Of course, it also supports shaders - except for the software renderer.
Thats all that came to mind - you'll probably find that the more "Old Style" you get, the less modern features such as skeletal animation you will find.
Good luck.
#6
10/11/2006 (7:36 am)
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#7
here try this one:
www.cubeengine.com/index.php4
there is cube 1 there, I dont know about the skeletal animaion support.
but this engine is pretty small and old, has a neat bsp style system.
should be easy to learn from.
10/11/2006 (8:20 am)
Yea, I would have suggested Ogre, but I had the feeling we are looking for something older.here try this one:
www.cubeengine.com/index.php4
there is cube 1 there, I dont know about the skeletal animaion support.
but this engine is pretty small and old, has a neat bsp style system.
should be easy to learn from.
#8
I can't remember if TomazQuake or Hell's Kitchen added in boned animation support or not. While you're on the Quake wiki, check out quakesrc.org as well.
10/11/2006 (9:37 am)
Cube has one of the most intuitive editing facilities that I have seen in an engine. It may not be the most robust, but it is one of the most intuitive!I can't remember if TomazQuake or Hell's Kitchen added in boned animation support or not. While you're on the Quake wiki, check out quakesrc.org as well.
#9
there used to be this site called Monstrous Software or something like that which had really good tutorials and code using the allegro library, but it looks like that site has been taken down. I havent seen anything else nearly as informative.
10/11/2006 (10:27 am)
The cube engine doesn't use bsp at all. it actually uses a custom scenegraph technique which is much more similar to raycasting used in the old doom engines. you can't have rooms above rooms. it's a very unique, and clever setup nonetheless. I couldnt understand the geometric mipmapping code.there used to be this site called Monstrous Software or something like that which had really good tutorials and code using the allegro library, but it looks like that site has been taken down. I havent seen anything else nearly as informative.
#10
Very old. Was a good engine for the time, and IIRC has all the items you list.
Its not fancy AT ALL. But its open source and you could try to make it fancy.
10/11/2006 (10:28 am)
Http://www.genesis3d.com/Very old. Was a good engine for the time, and IIRC has all the items you list.
Its not fancy AT ALL. But its open source and you could try to make it fancy.
#11
10/11/2006 (10:29 am)
You're right. It is Sauterbraun (Cube 2) that allows multi-layered rooms using similar editing techniques.
#12
I guess I assumed it was a bsp technology.
:)
it is still cool tho :)
10/11/2006 (10:37 am)
My bad.I guess I assumed it was a bsp technology.
:)
it is still cool tho :)
#13
10/11/2006 (11:10 am)
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#14
10/11/2006 (11:20 am)
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#15
I have written some, I have an exporter for 3dmax and a custom format for storage.
and playback written in gl.
it's pretty tight and small.
nothing to fancy.
I would be willing to part with that if you want something really simple to lookat.
currently does not do blending but all the support is there and need only add the playback for it.
I left it on the wayside and now work in Ogre so.. its all completed there and nice too.
but if you want something simple to look at. works nice.
10/13/2006 (2:18 pm)
If you want to focus on learning some skeletal animation.I have written some, I have an exporter for 3dmax and a custom format for storage.
and playback written in gl.
it's pretty tight and small.
nothing to fancy.
I would be willing to part with that if you want something really simple to lookat.
currently does not do blending but all the support is there and need only add the playback for it.
I left it on the wayside and now work in Ogre so.. its all completed there and nice too.
but if you want something simple to look at. works nice.
#16
11/05/2006 (9:48 am)
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