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Linderdaum Engine is an open source purely object-oriented 3D gaming engine written in C++. It is designed to be an integrated solution for the development of interactive 3D applications, for game, industrial and scientific visualization.



Recent news

June 30, 2009 Volume rendering with full AMD Radeon support

Our volume rendering library now supports all rendering modes on AMD Radeon family from 3450 and higher.

We are grateful to AMD Developer Relations for granted hardware.


June 2, 2009 Codebase refactoring

During last month we have refactored and removed a lot of legacy code and unused third party libraries. Our C++ codebase dropped from 200k to 100k lines of code without lost of functionality. Old features like fixed function rendering, ad hoc loaders and many others were removed.


May 9, 2009 Volume rendering improvements

A bunch of new features was added to Linderdaum Volume Rendering Library:

  • Subsurface scattering simulation. Improves visual appearance of the image by adding indirect light.
  • Texture mapping of isosurfaces. Besides high quality procedural materials you can map any 2D bitmap to the extracted isosurface in real time. Check out a screenshot of this new technique Screenshots: Volume Rendering.
  • Empty space leaping. Raycasting is accelerated by skipping volume regions that do not contain meaningful data.
  • GPU-based volume processing. Can be used for evaluation of filters, blur, etc.
  • Adaptive control of tracing steps for even higher frame rates.


April 16, 2009 Development: content creation pipeline

New material system is in development allowing direct import of static scenes from 3dsmax into the engine. Any textured model can be exported to ASE and directly loaded by the Linderdaum-based application with all the textures and lighting. Currently supported maps are: ambient, diffuse, specular and bump.

Apr15_2009_02s.jpg Apr15_2009_03s.jpg

This scene is rendered just after one-click export from 3dsmax. No special plugins or scripts needed. It is very fast and handy for designers to bring content into the engine this way.



April 7, 2009 API reference updated

Doxygen-generated API reference http://www.linderdaum.com/Docs/HTML/index.html was updated to reflect recent API changes.


March 27, 2009 WIN64 support

Support for WIN64 platform was successfully tested today. Some minor issues still remain which will be fixed with the next release of our SDK. The supported architecture is x64 (aka AMD64, x86_64) and since MS VC 2003/2005 does not have 64-bit compiler and linker you have to use MS VC 2008 for this functionality.


February 28, 2009 Transparent isosurfaces rendering

Rendering of transparent isosurfaces using 1D preintegrated transfer function.


February 23, 2009 High resolution GPU accelerated raycasting

Currently implemented GPU raycasting volume rendering technique generates high resolution images in real time.

Feb23_2009s.jpg

See Screenshots for 2560×1600 full size image.


December 5, 2008 Animated volume rendering

Real-time 128×128×128 dynamic 3D texture rendering with 99 frames. Data volume courtesy of: http://www.cs.ucdavis.edu/~ma/ITR/tvdr.html


November 11, 2008 Volume rendering improvements

Volume rendering with transfer function

VolumeRendering_11102008_s.jpg


May 28, 2008, 00:31 0.5.88 patch released

The SDK 0.5.88 source code patch is released. The latest changes include:

   * New: .RAR pack files can be stored inside app’s resources and mounted as i.e. “Mount RESOURCE:datafile_rar”
   * New: FreeImage library integrated instead of custom texture loaders
   * Improved: normals loading from ASE
   * Improved: creation of command line tools using the engine as a library becomes easier
   * Fixed: removed .STL meshes loader
   * Fixed: bug with textures animation
   * Fixed: MD3 meshes support deprecated
   * Fixed: keyframe animation support deprecated


History



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This page was last modified on 30 June 2009, at 15:24. This page has been accessed 7,802 times.