- Genesis Device
Infobox Software
name = Genesis Device Engine
caption =
collapsible =
author =
developer = Luuk van Venrooij
released =
latest release version = Build 62
latest release date =November 14 ,2007
latest preview version =
latest preview date =
frequently updated =
programming language =Object Pascal
operating system =Microsoft Windows
platform =
size =
language =
status =
genre =Game engine
license =GNU Lesser General Public License
website = http://www.GenesisDevice.net/Genesis Device is the name for a recently-released
game engine created by Luuk van Venrooij, based in the Netherlands. The Genesis Device engine was created in aspiration of games such as ,Crysis , , andS.T.A.L.K.E.R. , with a purpose of allowing developers to use it in creating theirfirst-person shooter games in large environments. The engine has been out for little time, but has seen much attention from program development groups, including the Pascal Game Development site, many hobby sites, and even the OpenGL home page.Features
General
*Uses
OpenGL
*Supports the full OpenGL 2.1 specifications
*Anti-aliasing (up to 8x)
*Bilinear and trilinear filtration
*Anisotropic filtration (up to 16x)
*Widescreen support
*Arbitrary resolution support
*Vertical synchronization control
*Auto detection of video card capabilities
*Supported video cards:
**NVIDIA GeForce FX 5600 - 5900 (NV3x)
**NVIDIA GeForce 6600 - 6800 (NV4x)
**NVIDIA GeForce 7600 - 7950 (G7x)
**NVIDIA GeForce 8600 - 8800 (G8x)
**ATI Radeon 9500 - 9800 (R3xx)
**ATI Radeon X300 - X850 (R3xx - R4xx)
**ATI Radeon X1300 - X1950 (R5xx)
**ATI Radeon X2900 (R6xx)Lighting
*
Per-pixel lighting
*Light maps (For terrain)Shadows
*Shadow maps (For terrain)
Materials
*
Texture mapping
*Normal mapping
*Parallax mapping Special Effects
*Fog
*Water
*Skydome
*In-game GUIHDR
*Bloom
*GlowPost-processing
*Post-processing system with custom shader support using
GLSL
*Grayscale filterBase Objects
*Mesh (static geometry)
*Terrain (heightmap-based)
*Foliage (partical based)
*Water (grid based)Scene Management
*Dynamic Octree-based subdivision
*Software occlusion culling
*Hardware occlusion cullingPhysics
*Uses Newton Physics Engine
*FPS Character controller
*Rigid body physics
*Comprehensive set of geometric primitives:
**Convex hull for map and mesh collision
**Sphere
**Capsule
**Box
**Mesh
**Cylinder
*Fluid buoyancyScripting System
*Uses Pascal Script
GUI System
*Mouse Cursor
*Buttons
*Progress BarsSound
*Uses
FMOD sound library
*Music file playback
*Sound file playbackSystem
*Supports x86 CPU architecture
*Multicore CPU support
*Support for Windows 2000/XP/2003/Vista
*Supports the Deled Map Files 3D object format
*Supported image formats:
**DDS (DXT1, DXT3, DXT5)
**TGA
**JPEG
**PNG
*Supported sound formats:
**WAV
**MP3
**Ogg Known Issues and Problems
FIXED: For a while, the engine had problems with water showing right on ATI cards
However, at the moment, ATI cards are not supported due to NV specific OpenGL extensions used.
External links
*http://genesisdevice.net/
*http://www.opengl.org/news/permalink/luuk_van_venrooij_announces_the_genesis_device_engine/
*http://pascalgamedevelopment.com/viewtopic.php?t=5047
*http://www.devmaster.net/news/index.php?storyid=1934
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