In my Crystal Space engine which can also run in software rendering mode I noticed a big improvement in performance (from 25 FPS to 31 FPS) when going from XFree 3.3 to XFree 4.0. This has nothing to do with hardware rendering. I'm talking about software here. Other people reported this too.
I wonder what happened there?
Greetings,
Crystal Space (Re:Open Source game engines)
on
Jet3d Game Engine
·
· Score: 1
I think Crystal Space fits your description. It is LGPL (so allows for commercial products). It is Open Source and cross-platform (runs on Linux, Windows, OS/2, BeOS, NextStep, DOS,...).
Check out http://crystal.linuxgames.com for more information, screenshots, and the source.
Greetings,
Re:Crystal Space, compare and contrast.
on
Jet3d Game Engine
·
· Score: 1
There are currently two small games released with Crystal Space. Both can be downloaded from the main Crystal Space site (http://crystal.linuxgames.com). One is Blocks which is a 3D game that resembles tetris a bit. The other is Tunnel Fighter which is a game to fight enemies in a tunnel.
Those are small games though. Not really representative of a real RPG or FPS. But they do show that the Crystal Space framework is starting to get ready for creating games.
Greetings,
Crystal Space: Open Source 3D Engine
on
Jet3d Game Engine
·
· Score: 4
Time for a shameless plug:-)
Have a look at Crystal Space. This is an Open Source and portable 3D Engine that runs on Linux, Windows, BeOS, DOS, OS/2, FreeBSD, SGI, Solaris, Macintosh, OpenStep, NextStep, MacOS/X,...
It supports OpenGL, Direct3D, Glide, and software rendering. Some of the features are dynamic and static colored lights with soft shadows, curved surfaces, volumetric fog, halos, ROAM landscape engine, portals, octree/BSP-tree/c-buffer rendering, hardware accelerated transform support, triangle meshes with LOD and skeletal or frame based animation,...
It is written in C++. Is very modular and very Open Source. Up to 90 people have already contributed to it. You can too:-)
By the way, we're also hosted at SourceForge and we're the second most active projec there. The main site for CS is http://crystal.linuxgames.com
The amiga WAS great when it was first released because the PC's at that time were real crap in comparison. Of course Commodore made the big mistake of not improving rapidly enough.
Another thing which WAS good about the Amiga was the operating system (again, in comparison with what was available at that time).
If everyone did set their level to 2 how do you suppose that new messages would ever get moderated to a higher level? You will not see level 0 and 1 messages so nobody will moderate them up.
I'd like to misuse this oportunity to point people to a 3D engine that is already available for Linux. This is Crystal Space. It is Open Source and very portable. It currently runs on Linux, Windows, OS/2, BeOS, Macintosh, DOS, FreeBSD, SGI, Solaris, NextStep, OpenStep, MacOS/X,... It can use OpenGL, Direct3D, Glide, or software rendering.
Some of the features are: volumetric fog, halos, 3D triangle mesh objects with dynamic LOD and frame based or skeletal animation, dynamic colored lights with soft shadows, ROAM landscape engine, portals, octree visibility, general scripting mechanism (Python scripting included), curved bezier surfaces,...
URL: http://crystal.linuxgames.com
Note that Crystal Space is still work in progress. It works reasonably well already but some things are not implemented properly. We are working on it. There is a rather active developers team busy with Crystal Space. You can join too!
You could also check out Crystal Space. It is an Open Source 3D Engine which runs on Linux, Windows, OS/2, BeOS, DOS, Macintosh, FreeBSD, SGI, Solaris, OpenStep, NextStep,... It can use OpenGL, Direct3D, Glide, or software rendering. It features things like curved surfaces, volumetric fog, halos, ROAM landscape engine, portals, octree visibility culling, 3D triangle mesh objects with dynamic LOD and frame based or skeletal based animation, dynamic colored lights with soft shadows,...
As far as I know the original author(s) or copyright holder(s) of some licensed code are always free to change the license. The license itself cannot alter that fact. However, this does not mean that the copyright holder(s) can change the licensing of the code that some person has in its possession already under the original license. So some project can suddenly change licensing if the copyright holders agree to that but then users using the original code under the original license cannot be forced to use the new license. But they'll have to follow the new license if they want to keep in touch with the main distribution which has moved to another license.
Keep in mind that licensing is designed to allow 'owners' of software or copyright holders (or whatever) to give rights to other people for using their software. It still remains their software and they can choose to relicence the code or even make it propriatary at some point.
A good example is Mesa which was GPL originally but was changed later on to an XFree license I believe.
Well, I'm certainly biased as I'm the original author of Crystal Space. CS has made some very significant progress lately. Thanks to a very active community. Check out url at http://crystal.linuxgames.com if you want. By the way, Crystal Space is an Open Source 3D engine for Linux, Windows, OS/2, BeOS, Mac, DOS, FreeBSD, SGI, Solaris, NextStep,... It can use OpenGL, Direct3D, Glide or software rendering...
It is great to see that kind of support for Linux from Nvidia. I'm still waiting for my TNT2 to arrive. I hope that there will be good drivers for TNT2 available for Linux/Mesa soon (with Xfree4?)
I think it is not easy to make such a component repository work well. Ideally you would expect all components to behave well and work well together. But this is not obvious. Imagine someone builds a nice graphics polygon class (just an example). It uses some Vertex class to represent the vertices. Another person builds a bezier curve class which is also controlled with vertices. Unfortunatelly he/she made his/her own version of Vertex because the work was done independently of the work of the Polygon creator.
This is difficult to avoid if you just throw together components made by several people. The problem here is that components are often based on/or use smaller sub-components (like Vertex). So there will be many implementations of those classes. And they will most likely not be compatible (although hopefully easy to convert).
So a good component library should preferably avoid this and try to reuse globally accross all components. This is no longer an issue of just reusing components, it is also an issue of making sure that the components themselves are also making the best use of available components.
A flash in the pan which is making a lot of noise.
But anyway, compared to NetScape on Linux I think that Linux itself is much more important. 'Netscape on Linux' is on the list. Why isn't Linux itself then?
Ah, that's another matter of course. The Amiga hardware was not very cheap. But neither was the Atari hardware (at least in Belgium). When I bought my Amiga 500, the Atari ST (or something) was about the same price.
Sorry? I used to have an Amiga (first an Amiga 500 and then an Amiga 3000). What's that about having to use a workbench disk? It is only the very early amigas that couldn't boot from harddisk. Even my Amiga 500 could boot from harddisk after kickstart 1.2 (I believe).
Keep in mind that the Amiga Linux version has been around for some time now. There is both a good PPC version and maybe even a Motorolla version (not sure here). It is actually very easy for Amiga Inc to say this as they just have to take the freely available Amiga LinuxPPC version and get started.
Hi, I'm the project manager of Crystal Space and the original author. To use OpenGL on Linux you can either use the '-driver opengl' option on the commandline or else edit cryst.cfg and change the DRIVER setting to the opengl driver. CS will then use Mesa (if you have compiled or downloaded the CS OpenGL driver). If you can manage to have Mesa hardware accelerated on your system than CS should also be hardware accelerated.
A small note. On some cards you may not get the same visual quality on hardware as with software. That's a problem that we're aware of and we're working on that. The problem is that CS is using a blending mode which not all hardware cards support (2*SRC*DEST). But we're are investigating other options.
Of course software rendering is possible. Under SVGALIB, fbcon, GGI, or X11 even. If you want you can try it out using Crystal Space. This engine works on Linux (and on Windows, OS/2, BeOS, DOS, Macintosh, NextStep,...) and runs with software rendering, OpenGL, Glide, or Direct3D (Direct3D obviously not for Linux:-)
Have a look at http://crystal.linuxgames.com
By the way it is Open Source (under the LGPL license).
Also check out Crystal Space (at http://crystal.linuxgames.com). This is an Open Source 3D Game Kit. It contains a 3D engine, portable 3D sound drivers, low-level networking drivers,... We are also working on Physics, AI, and scripting. The 3D engine can work with OpenGL, Direct3D, Glide, and software rendering. Crystal Space compiles and runs on Linux, Solaris, FreeBSD, SGI, Windows, DOS, OS/2, BeOS, Macintosh, Amiga, OpenStep, Rhapsody and NextStep.
One warning though. Crystal Space is not finished. It is work in progress. There are currently about 400 people subscribed to the developers mailing list. Not all of them are active developing but some are. Work is going very well. We're now busy defining the API and a first tutorial has just been released.
There is already an Open Source Game Development Kit for Linux, Windows, DOS, OS/2, BeOS, Macintosh, Amiga, NextStep, OpenStep, Rhapsody, Solaris, SGI/IRIX, and FreeBSD. It is called Crystal Space. Although it is more geared towards 3D game development it is getting more and more useful for general game development as well. It contains a 3D engine (supporting software, OpenGL, Glide, and Direct3D rendering), a sound engine (with 3D sound using eax, ds3d, a3d,...), networking,... Work is underway for an AI module and scripting.
It is Open Source and written in C++ with a little optional assembly for optimization.
I'm the main author of the Crystal Space project. It is not exactly fair to compare a finished product (Quake and all ID games) with an unfinished product (Crystal Space). Of course Crystal Space has done the users no good for now. There is nothing for the users yet.
In my Crystal Space engine which can also run in software rendering mode I noticed a big improvement in performance (from 25 FPS to 31 FPS) when going from XFree 3.3 to XFree 4.0. This has nothing to do with hardware rendering. I'm talking about software here. Other people reported this too.
I wonder what happened there?
Greetings,
I think Crystal Space fits your description. It is LGPL (so allows for commercial products). It is Open Source and cross-platform (runs on Linux, Windows, OS/2, BeOS, NextStep, DOS, ...).
Check out http://crystal.linuxgames.com for more information, screenshots, and the source.
Greetings,
There are currently two small games released with Crystal Space. Both can be downloaded from the main Crystal Space site (http://crystal.linuxgames.com). One is Blocks which is a 3D game that resembles tetris a bit. The other is Tunnel Fighter which is a game to fight enemies in a tunnel.
Those are small games though. Not really representative of a real RPG or FPS. But they do show that the Crystal Space framework is starting to get ready for creating games.
Greetings,
Time for a shameless plug :-)
...
...
:-)
Have a look at Crystal Space. This is an Open Source and portable 3D Engine that runs on Linux, Windows, BeOS, DOS, OS/2, FreeBSD, SGI, Solaris, Macintosh, OpenStep, NextStep, MacOS/X,
It supports OpenGL, Direct3D, Glide, and software rendering. Some of the features are dynamic and static colored lights with soft shadows, curved surfaces, volumetric fog, halos, ROAM landscape engine, portals, octree/BSP-tree/c-buffer rendering, hardware accelerated transform support, triangle meshes with LOD and skeletal or frame based animation,
It is written in C++. Is very modular and very Open Source. Up to 90 people have already contributed to it. You can too
By the way, we're also hosted at SourceForge and we're the second most active projec there. The main site for CS is http://crystal.linuxgames.com
Greetings,
The amiga WAS great when it was first released because the PC's at that time were real crap in comparison. Of course Commodore made the big mistake of not improving rapidly enough.
Another thing which WAS good about the Amiga was the operating system (again, in comparison with what was available at that time).
Greetings,
If everyone did set their level to 2 how do you suppose that new messages would ever get moderated to a higher level? You will not see level 0 and 1 messages so nobody will moderate them up.
Greetings,
WARNING! Shameless plug ahead.
... It can use OpenGL, Direct3D, Glide, or software rendering.
...
I'd like to misuse this oportunity to point people to a 3D engine that is already available for Linux. This is Crystal Space. It is Open Source and very portable. It currently runs on Linux, Windows, OS/2, BeOS, Macintosh, DOS, FreeBSD, SGI, Solaris, NextStep, OpenStep, MacOS/X,
Some of the features are: volumetric fog, halos, 3D triangle mesh objects with dynamic LOD and frame based or skeletal animation, dynamic colored lights with soft shadows, ROAM landscape engine, portals, octree visibility, general scripting mechanism (Python scripting included), curved bezier surfaces,
URL: http://crystal.linuxgames.com
Note that Crystal Space is still work in progress. It works reasonably well already but some things are not implemented properly. We are working on it. There is a rather active developers team busy with Crystal Space. You can join too!
Greetings,
You could also check out Crystal Space. It is an Open Source 3D Engine which runs on Linux, Windows, OS/2, BeOS, DOS, Macintosh, FreeBSD, SGI, Solaris, OpenStep, NextStep, ... It can use OpenGL, Direct3D, Glide, or software rendering. It features things like curved surfaces, volumetric fog, halos, ROAM landscape engine, portals, octree visibility culling, 3D triangle mesh objects with dynamic LOD and frame based or skeletal based animation, dynamic colored lights with soft shadows, ...
URL: http://crystal.linuxgames.com
Greetings,
As far as I know the original author(s) or copyright holder(s) of some licensed code are always free to change the license. The license itself cannot alter that fact. However, this does not mean that the copyright holder(s) can change the licensing of the code that some person has in its possession already under the original license. So some project can suddenly change licensing if the copyright holders agree to that but then users using the original code under the original license cannot be forced to use the new license. But they'll have to follow the new license if they want to keep in touch with the main distribution which has moved to another license.
Keep in mind that licensing is designed to allow 'owners' of software or copyright holders (or whatever) to give rights to other people for using their software. It still remains their software and they can choose to relicence the code or even make it propriatary at some point.
A good example is Mesa which was GPL originally but was changed later on to an XFree license I believe.
Greetings,
Well, I'm certainly biased as I'm the original author of Crystal Space. CS has made some very significant progress lately. Thanks to a very active community. Check out url at http://crystal.linuxgames.com if you want. By the way, Crystal Space is an Open Source 3D engine for Linux, Windows, OS/2, BeOS, Mac, DOS, FreeBSD, SGI, Solaris, NextStep, ... It can use OpenGL, Direct3D, Glide or software rendering...
Greetings,
It is great to see that kind of support for Linux from Nvidia. I'm still waiting for my TNT2 to arrive. I hope that there will be good drivers for TNT2 available for Linux/Mesa soon (with Xfree4?)
Greetings,
I think it is not easy to make such a component repository work well. Ideally you would expect all components to behave well and work well together. But this is not obvious. Imagine someone builds a nice graphics polygon class (just an example). It uses some Vertex class to represent the vertices. Another person builds a bezier curve class which is also controlled with vertices. Unfortunatelly he/she made his/her own version of Vertex because the work was done independently of the work of the Polygon creator.
This is difficult to avoid if you just throw together components made by several people. The problem here is that components are often based on/or use smaller sub-components (like Vertex). So there will be many implementations of those classes. And they will most likely not be compatible (although hopefully easy to convert).
So a good component library should preferably avoid this and try to reuse globally accross all components. This is no longer an issue of just reusing components, it is also an issue of making sure that the components themselves are also making the best use of available components.
This is not an easy task. But it can be done.
Greetings,
A flash in the pan which is making a lot of noise.
But anyway, compared to NetScape on Linux I think that Linux itself is much more important. 'Netscape on Linux' is on the list. Why isn't Linux itself then?
Greetings,
Well, you also need electricity while falling down. So an attached cable (very long) would be helpful.
Greetings,
Ah, that's another matter of course. The Amiga hardware was not very cheap. But neither was the Atari hardware (at least in Belgium). When I bought my Amiga 500, the Atari ST (or something) was about the same price.
Greetings,
Sorry? I used to have an Amiga (first an Amiga 500 and then an Amiga 3000). What's that about having to use a workbench disk? It is only the very early amigas that couldn't boot from harddisk. Even my Amiga 500 could boot from harddisk after kickstart 1.2 (I believe).
Greetings,
Keep in mind that the Amiga Linux version has been around for some time now. There is both a good PPC version and maybe even a Motorolla version (not sure here). It is actually very easy for Amiga Inc to say this as they just have to take the freely available Amiga LinuxPPC version and get started.
Greetings,
Hi, I'm the project manager of Crystal Space and the original author. To use OpenGL on Linux you can either use the '-driver opengl' option on the commandline or else edit cryst.cfg and change the DRIVER setting to the opengl driver. CS will then use Mesa (if you have compiled or downloaded the CS OpenGL driver). If you can manage to have Mesa hardware accelerated on your system than CS should also be hardware accelerated.
A small note. On some cards you may not get the same visual quality on hardware as with software. That's a problem that we're aware of and we're working on that. The problem is that CS is using a blending mode which not all hardware cards support (2*SRC*DEST). But we're are investigating other options.
Greetings,
Of course software rendering is possible. Under SVGALIB, fbcon, GGI, or X11 even. If you want you can try it out using Crystal Space. This engine works on Linux (and on Windows, OS/2, BeOS, DOS, Macintosh, NextStep, ...) and runs with software rendering, OpenGL, Glide, or Direct3D (Direct3D obviously not for Linux :-)
Have a look at http://crystal.linuxgames.com
By the way it is Open Source (under the LGPL license).
Greetings,
Also check out Crystal Space (at http://crystal.linuxgames.com). This is an Open Source 3D Game Kit. It contains a 3D engine, portable 3D sound drivers, low-level networking drivers, ... We are also working on Physics, AI, and scripting. The 3D engine can work with OpenGL, Direct3D, Glide, and software rendering. Crystal Space compiles and runs on Linux, Solaris, FreeBSD, SGI, Windows, DOS, OS/2, BeOS, Macintosh, Amiga, OpenStep, Rhapsody and NextStep.
One warning though. Crystal Space is not finished. It is work in progress. There are currently about 400 people subscribed to the developers mailing list. Not all of them are active developing but some are. Work is going very well. We're now busy defining the API and a first tutorial has just been released.
Greetings,
There is already an Open Source Game Development ...), networking, ... Work is underway for
Kit for Linux, Windows, DOS, OS/2, BeOS,
Macintosh, Amiga, NextStep, OpenStep, Rhapsody,
Solaris, SGI/IRIX, and FreeBSD. It is called
Crystal Space. Although it is more geared towards
3D game development it is getting more and more
useful for general game development as well. It
contains a 3D engine (supporting software,
OpenGL, Glide, and Direct3D rendering), a
sound engine (with 3D sound using eax, ds3d,
a3d,
an AI module and scripting.
It is Open Source and written in C++ with a
little optional assembly for optimization.
Have a look at http://crystal.linuxgames.com
Greetings,
I'm the main author of the Crystal Space project.
It is not exactly fair to compare a finished
product (Quake and all ID games) with an
unfinished product (Crystal Space). Of course
Crystal Space has done the users no good for
now. There is nothing for the users yet.
But just give us a little time...
Greetings,