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Original author(s) | Nicolas Schulz |
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Developer(s) | The Horde3D Team |
Repository | |
Written in | C++ |
Operating system | Microsoft Windows,Mac OS X,Linux (experimental)[1] |
Available in | English |
Type | Graphics rendering engine |
License | EPL |
Website | www |
Horde3D is anopen-source cross-platform graphics engine.[2] Its purpose and design is similar to that ofOGRE with the primary goal being lightweight for next-generation video games.[3] The engine is also particularly suited for large crowd simulations.[4] The engine is also compatible withGLFW.[5] The major part of the graphics engine was originally written for the indie group pyropix and development is now continued at theUniversity of Augsburg.
The engine is primarily designed for anobject-oriented approach to scene rendering.[6][7] It also features a Scene Editor that can design shaders with support for plugins including physics.[8] The engine was originally built on top ofOpenGL 2.0[9] A plugin to use the engine with theBullet PhysicsAPI also exists.[10]
The engine contains a number of bindings to various languages includingC#,Java,Python,Lua,Squirrel,GML (GMHorde3D)[11]
The following commercial games use the Horde3D engine:[2]
Title | Year | Developer |
---|---|---|
Offroad Legends | 2012 | DogByte Games |
Redline Rush | 2013 | DogByte Games |
Timelines: Assault on America | 2013 | 4Flash Interactive |
Offroad Legends 2 | 2014 | DogByte Games |
Off The Road | 2018 | DogByte Games |
Since Linux support is still experimental, feedback will be highly appreciated.