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The Hudson Engine is a next generation entirely shader driven 3D engine wrote from the ground up in C++.
Some of it's core are ports of the popular PSP engine Raptor(See Qj.Net for alphas) wrote by the authors of Hudson. But this version is a revolution, not an evolution. Offering a slew of next gen effects, ranging from per pixel parallax mapped lighting, to full screen variable bloom.
It also includes a very fast software boned animation system.
The engine completely replaces the Mesh classes of XNA, and instead offers a far more flexible entity/surface relationship. Implented using a scene-graph.
Other features include, terrain system with multiple levels of detail, detail texturing, multiple height layers.
A water system with reflections and refraction for that next gen feel. also includes a wind system to ditact the flow direction of the water.
Lastly , but not leastly, we have VirtualCode - A full on, next generation script language wrote entirely in C# so runnable on both 360 and windows. It is an entirely OOP language with syntax very similar(but not exact) to C#.
You can call C# wrote functions from within scripts, and run scripts in threads.
Also included is a full gui-driven IDE for the script language, with features such as real-time error reporting(Like VC IDE but 100% accurate. i.e if a variable does not exist, unlike vc, this ide WILL list the error before you hit return.
Syntax highlighting/tabbed interface/debugger etc. Everything you need to design and prototype your scripts.
You can load scripts from file or memory, or string. The language includes all standard controls like for/if/while/switch etc.
Planned for the next release is the ability to control HudsonLib from within the scripts. (Saying that, it would very easy for you to add that functionality yourself, without having to recompile the engine. An example will be done shortly to demonstrate this)