Castle Game Engine (previously known as Kambi) is an open-source engine that is especially oriented towards working with VRML models.
The main highlights of this game engine are its processing and OpenGL rendering of 3D models (in VRML and other formats), animation, collision detection, shadows, 3d sound, and ray-tracer.
Castle Game Engine is written using ObjectPascal (compiled by FreePascal).
- Optimized OpenGL rendering of models in VRML 1.0 and 2.0 (aka VRML 97) formats
- 3DS, MD3, Wavefront OBJ, Collada file formats are also supported. They can be loaded, and converted to VRML
- Animations are supported, by interpolation
- Octrees are used for various collision detection tasks
- Shadows by shadow volumes (full implementation, with z-fail / z-pass switching, silhouette detection etc)
- Bump mapping (using various implementations: basic multitexturing with dot3 (normalized by cube map or not), GLSL normal, GLSL with classic parallax mapping, GLSL with steep parallax mapping and self-shadowing)
- Shaders. There are classes to easily use ARB fragment / vertex programs and GLSL shaders. Most important, you can add and control GLSL shaders from VRML. So GLSL shaders are fully available for model designers
- GLWindow unit is available to easily create windows with OpenGL context
- Reading and writing of in various formats, processing them and using as OpenGL textures. Besides many common image formats (png, jpg, ppm, bmp, just for starters), support is also support for RGBE format (Radiance HDR format)
- Handling of fonts, including rendering them with OpenGL, as bitmap or outline (3D) fonts
- 3D sound by OpenAL helpers, including intelligent OpenAL sound manager and OggVorbis format handling
- Ant-aliasing (initializing OpenGL multi-sampling) is covered
- Ray-tracer based on VRML models is implemented
- Engine components are independent when possible
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