Genesis Device


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, , and S.T.A.L.K.E.R., with a purpose of allowing developers to use it in creating their first-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 GUI

HDR

*Bloom
*Glow

Post-processing

*Post-processing system with custom shader support using GLSL
*Grayscale filter

Base Objects

*Mesh (static geometry)
*Terrain (heightmap-based)
*Foliage (partical based)
*Water (grid based)

Scene Management

*Dynamic Octree-based subdivision
*Software occlusion culling
*Hardware occlusion culling

Physics

*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 buoyancy

Scripting System

*Uses Pascal Script

GUI System

*Mouse Cursor
*Buttons
*Progress Bars

Sound

*Uses FMOD sound library
*Music file playback
*Sound file playback

System

*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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