MGE - Managed Game Engine 开始研究
MGE - Managed Game Engine
MGE is a small thin-layer game engine written in C#. It serves as a complete game framework and takes care of many low-level functions that most game developers would otherwise need to implement themselves. MGE does not hide the underlying API (Managed DirectX) from the developer, but instead provides an object oriented framework for working with high-level game concepts such as cameras, scenes, renderable objects and so on. Simple physics are implemented with ODE using the ODE.net wrapper by James Raine. The library is included with the engine. The engine is based on Managed DirectX 1.1 and compiles into a DLL or directly into the client application using .NET Framework 2.0. The current development version is 1.3 and features:
The engine is available for download in binary and source code format. API documentation for the engine can be found here.
Copyright © 2006-2007 Sebastian Ahlman
终于决定用这个引擎,自己去熟悉ODE太...难了,这个引擎刚才13号挂到网上
效率也许并不重要,重要的是怎样在规定的时间回完成任务
加油!
MGE is a small thin-layer game engine written in C#. It serves as a complete game framework and takes care of many low-level functions that most game developers would otherwise need to implement themselves. MGE does not hide the underlying API (Managed DirectX) from the developer, but instead provides an object oriented framework for working with high-level game concepts such as cameras, scenes, renderable objects and so on. Simple physics are implemented with ODE using the ODE.net wrapper by James Raine. The library is included with the engine. The engine is based on Managed DirectX 1.1 and compiles into a DLL or directly into the client application using .NET Framework 2.0. The current development version is 1.3 and features:
- Rendering of 3D scenes using HLSL shaders.
- Several universal shaders included with the engine.
- Many built in classes make it easy to create objects:
- Cameras.
- Meshes/primitives.
- Lights.
- 2D sprites.
- Basic GUI system (buttons, checkboxes, radiobuttons)
- Physics simulation using ODE.
- Automatic resource handling (textures/shaders/sounds).
- Mouse Picking.
- Frustum Culling (renders only the visible things).
- Sound engine (stereo/mono/3D).
- Dynamic LOD
- Automated input handling (keyboard/mouse/joystick)
- Takes care of most functions in the game:
- Graphics.
- Input.
- Sounds.
- Resources.
- Better lighting shaders.
- Dual-paraboloid shadow mapping.
- Animated mesh support.
- Particle systems.
The engine is available for download in binary and source code format. API documentation for the engine can be found here.
Copyright © 2006-2007 Sebastian Ahlman
终于决定用这个引擎,自己去熟悉ODE太...难了,这个引擎刚才13号挂到网上
效率也许并不重要,重要的是怎样在规定的时间回完成任务
加油!
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