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Kambi 1.3.1

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Publisher Old version


September 10 2011


Kambi 1.3.1


Kambi is an open-source engine that is specifically geared towards working with VRML models (although other formats are also supported models ). Some Key Features of "Kambi": • Optimized for OpenGL rendering 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. Octree · are used for various tasks of collision detection. • Shadow by shadow volumes (full implementation, with z-fail / Z-Pass switching, silhouette detection, etc.).. · Bump mapping (using different implementations: multitexturing base with dot3 (normalized cube map or not), GLSL normal, parallax mapping with GLSL classic with GLSL and parallax mapping steep self-shadowing). Shaders ·. There are classes to easily use ARB fragment / vertex programs and GLSL shaders. More importantly, you can add and control of GLSL shaders in VRML. Then GLSL shaders are fully available for model developers, programmer did not do anything. · GLWindow Unit is available to easily create windows with the OpenGL context. The intent of this unit is to be something like glut, but magnitudes better - using own ObjectPascal to start. So you can easily create menu bars, open / save file dialogs and similar which are implemented using native commands (GTK (1.0 or 2.0, and Yes, GTK version 2.0 is perfectly stable and recommended) or WINAPI). · From reading and writing images in various formats, transform them and use as OpenGL textures. In addition to many common image formats ( png, jpg, ppm, bmp, just for starters), also included support for RGBE format (Radiance HDR format). · Handling of fonts, including rendering with OpenGL, like pictures or a diagram (3D) fonts . · 3D sound with OpenAL support, including its director and intelligent handling OpenAL format OggVorbis. · Ant-aliasing (initializing OpenGL multi-sampling) is covered. · Ray-tracing models from VRML is implemented. • engine is portable. Currently tested and used on Linux, FreeBSD, Mac OS X and Windows (all i386) and Linux x86_64. Porters / testers for other OS / processor are welcome, the engine must be able to run on All modern OSes supported by FPC. · Engine components are independent when possible. For example, you can take loading model and code transformation, and rendering to write yourself. Or you can use our OpenGL rendering but always initialize OpenGL context yourself (without having to do with our unit GLWindow). And so on. Of course, ultimately you need to use all our engine, well integrated - but the fact is that you do not to.INSTALLATION: compile it with the inside of the simple kambi_vrml_game_engine / subdirectory. Collect examples and tools to simple examples.

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