Crystal Space: Difference between revisions
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| developer = Jorrit Tyberghein et al. |
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| latest_release_version = 1.0 |
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| latest_release_date = [[January 16]], [[2007]] |
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| latest_preview_version = 1.1 |
| latest_preview_version = 1.1 |
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| latest_preview_date = [[November 30]], [[2006]] |
| latest_preview_date = [[November 30]], [[2006]] |
Revision as of 20:13, 16 January 2007
File:Crystal Space logo.png | |
Developer(s) | Jorrit Tyberghein et al. |
---|---|
Stable release | 1.0
/ January 16, 2007 |
Preview release | 1.1
/ November 30, 2006 |
Repository | |
Platform | Cross-platform |
Type | 3D engine |
License | LGPL |
Website | www.crystalspace3d.org |
Crystal Space is a framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. It was founded on August 26 1997. Crystal Space is typically used as a game engine but the framework is more general and can be used for any kind of 3D visualization. Crystal Space is very portable and runs on Microsoft Windows, Linux, UNIX, and Mac OS X. Crystal Space is also free software, licensed under GNU Lesser General Public License.
It can optionally use OpenGL (on all platforms), SDL (all SDL platforms), X11 (Unix or GNU/Linux) and SVGALib (GNU/Linux). It can also optionally use assembler routines using NASM and MMX.
Engine design
Crystal Space is programmed in object oriented C++. It is very modularly built with a number of more or less independent plugins. The client programs use the plugins, like the OpenGL 3d renderer, by registering them via Crystal Space's Shared Class Facility (SCF).