Game engines and frameworks, File formats.

Another popular Train Simulator with the notable highlight of being freeware! Also note the new OpenBVE version with many new features - well worth a look!

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SteamnRail
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Game engines and frameworks, File formats.

Post by SteamnRail »

Evening, I am posting a list of open source game engines and frameworks, and 3D File formats I compiled for ORTS and it's developers a year ago. I hope maybe something could be of interest in continuing and updating OpenBVE. I for one would like to see steady development right up to being able to have AI trains and individual cars and locomotives so shunting could be a possibility. :D

Here is the list of some of the open source projects that are available in case anyone wants to have a look.

http://www.mesa3d.org/intro.html

http://www.mono-project.com/

http://www.monogame.net/

https://en.wikipedia.org/wiki/OpenAL

http://sourceforge.net/projects/opendx2/

SharpDX- Open source .Net game engine. http://sharpdx.org/

http://www.garagegames.com/products/torque-3d

http://irrlicht.sourceforge.net/docu/

Tao Framework http://sourceforge.net/projects/taoframework/

OpenTK http://www.opentk.com/

ANX http://anxframework.codeplex.com/

SDL-Simple DirectMedia Layer https://www.libsdl.org/

FNA-FNA is a reimplementation of the Microsoft XNA Game Studio 4.0 Refresh libraries https://fna-xna.github.io/

Engine Nine https://nine.codeplex.com/

These two I would classify as fitting in with the Unreal Engine 4.

Unreal Engine 4 https://www.unrealengine.com/what-is-unreal-engine-4

http://www.ogre3d.org/

https://www.panda3d.org/manual/index...Panda3D_Basics

More to come.

Robert
SteamnRail
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Re: Game engines and frameworks, File formats.

Post by SteamnRail »

More,

Axiom Engine- The Axiom Engine is an Open-source, cross-platform 3D rendering engine for .NET and Mono licensed using the LGPL. The engine is a high-performance C# port of the powerful OGRE engine and provides full support for DirectX, OpenGL and XNA on Windows, Linux, Android, iPhone and Windows Phone. Axiom Engine
http://axiomengine.sourceforge.net/wiki ... /Main_Page

Ox 3D XNA Game Engine- Ox is a mature 3D XNA game engine ready for use in your free or commercial project. It features a 3D scene system with a visual scene editor, a 2D gui system (also with its own editor), JigLibX physics, fully-integrated XNAnimation animation system, and C# game scripting system. Ox Engine https://oxgameengine.codeplex.com/

Xi Game Engine- Xi Game Engine https://xigameengine.codeplex.com/

The Phoenix XNA 3D engine- The Phoenix XNA 3D engine is the rebirth of the FireFly engine. I hated the name so I changed it. The engine (once complete) will allow developers to quickly prototype and develop games built on the XNA framework. The Phoenix Engine https://phoenixxna.codeplex.com/

QuickStart Engine (3D Game Engine for XNA 4.0)- The QuickStart Engine is designed to make it easy to get your 3D XNA project off the ground, by taking care of the framework for you, like physics, rendering, input, cameras, particles, GUI, etc. The engine is stable but still in a beta phase, lacking animation support and a level editor at the moment. Due to lack of a level editor I would currently recommend this engine more towards those with C# knowledge. If you want a full fledged engine with a level editor for XNA I would look into something like the SunBurn Game Engine. Quickstart Engine
https://quickstartengine.codeplex.com/

X-Engine- The X-Engine is a game engine built around Microsoft's XNA project. It is designed to make implementation of many common tasks easy, as well as expand upon this with some more advanced features. It is designed to make all of this easy with a very moddular system, where different components can be added and removed as required. The X-Engine built from the ground up in C# using XNA, and is compatible with both Windows and Xbox 360. The X-Engine is built on XNA Framework 2.0, and will be updated to XNA Framework 3.0 when the final version is released. X-Engine
https://xengine.codeplex.com/

DigitalRune Engine- The DigitalRune Engine is a collection of middleware libraries and tools for developing 3D games, simulations and CAx applications. The software is written in C# for the Microsoft .NET Framework and Mono. It supports the Microsoft XNA Game Studio and MonoGame. DigitalRune Engine
http://digitalrune.github.io/DigitalRun ... 7b5920.htm

BetaCell- BetaCell is a toolkit designed to aid computer graphics programmers to achieve their objectives by embracing DRY (don't repeat yourself) code and offering an object oriented perspective with design patterns. betacell3d
http://www.betacell3d.com/

EGGEngine- What is EGGEngine?
EGGEngine is a 3D Game Library. This allows a Developer to Focus on development instead of writing a new engine for their needs. Most Commercial 3D Game Librarys charge enormous licesing fees. Despite Being Free, EGGEngine has many features and is being used to develop a partialy Open Source Game. Consequently, EGGEngine can be mod'd to fit your needs. EGG Engine https://forums.tigsource.com/index.php?topic=56311.0

Tomahawk XNA Game Engine- "Tomahawk XNA Game Engine" is a powerful library to help you develop games using XNA 3.1, targeting both PC and Xbox LIVE Indie Games. Tomahawk XNA Game Engine https://tomahawk.codeplex.com/

Xen: Graphics API for XNA Xen https://xen.codeplex.com/

Not sure if any of this research is of any use to the OprnBVE developement team either now or in the future? But, I will continue to pass along information as I come across it in hopes something useful can be taken from it.

More to come.

Robert
SteamnRail
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Re: Game engines and frameworks, File formats.

Post by SteamnRail »

Low level graphics API rappers then? Outside of the usual suspects I have not really torned up anything exciting so far. I did find a couple of interesting links. But, then most of the information is probably of little interest to those who have been in the video game designing game for any length of time.

D3D9Interceptor https://graphics.stanford.edu/~mdfisher ... eptor.html

Glide http://glide.sourceforge.net/

Vulkan https://www.khronos.org/vulkan/

Graphics APIs

Cogl - a modern 3D graphics API https://www.cogl3d.org/

Irrlicht Engine http://irrlicht.sourceforge.net/

Horde3D http://www.horde3d.org/

Cafu Engine http://www.cafu.de/

DirectX OpenGL Wrapper https://sourceforge.net/projects/dxglwrap/

The Open Toolkit library https://opentk.github.io/

DXGL https://www.dxgl.info/Main_Page

TitaniumGL http://www.phoronix.com/scan.php?page=a ... inux&num=1

http://users.ininet.hu/geri/TitaniumGL/index.html

WineD3D http://adolfintel.com/?p=wined3d/index.frag

OpenGL to Direct3D Wrapper https://sourceforge.net/projects/dxglwrap/

GLDirect https://sourceforge.net/projects/gldirect/

More to come later.

Robert
SteamnRail
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Re: Game engines and frameworks, File formats.

Post by SteamnRail »

Mono.XNA https://sourceforge.net/projects/monoxna/

SlimDX https://slimdx.org/

SharpDX http://sharpdx.org/

Pencil Gaming http://antonijndev.blogspot.com/2013/02 ... se-is.html

SDL https://www.libsdl.org/

FNA https://fna-xna.github.io/

MXA https://mxa.codeplex.com/

.Net Core https://dotnet.github.io/

CrossNet https://crossnet.codeplex.com/

Next to come is 3D file format.

Lua Programming Language https://www.lua.org/ Probably the worst programming langauge ever! :evil:

Robert
SteamnRail
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Re: Game engines and frameworks, File formats.

Post by SteamnRail »

Eventually I would like to see support for these 3D file formats.

X3d https://en.wikipedia.org/wiki/X3D

.Obj [url]https://en.wikipedia...front_.obj_file[/url]

Quake Md3 format https://www.icculus.org/homepages/phaet ... ormat.html

Md3 would be a good choice for when OpenBVE has animated humans on the station platforms and on sidewalks.

DAE https://help.sketchup.com/en/article/3000168

OpenBVE having support for multiple shape file formats can only lead to trouble. Unless
something like what RW or TS15 uses with the .Bin and .Ban files and say .Obj. Even that
is a scarey thought though.

Since OpenBVE uses the XNA 3.1 framework maybe implementing Render Targets would be of interest???
https://msdn.microsoft.com/en-us/librar ... o.31).aspx

Robert
BVECOLORADO
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Re: Game engines and frameworks, File formats.

Post by BVECOLORADO »

Steamn...
It's good that you are enthusiastic about improving the openBVE program,
though suggestions will likely have more impact if you have a serious technical conversation with the lead developer
of the latest\current version of the openBVE program, Chris Lees AKA "Leezer3" on this forum, or more actively at
http://bveworldwide.unlimitedboard.com/forum

Chris has been very open to user\coding suggestions and seems a "level headed" practical fellow, relative to the usual programmer personality.
His latest openBVE executable and source code can be downloaded via links at
http://obts.wikia.com/wiki/OBTS_Wiki#OB ... _Documents

Good thoughts and good luck.
BC
SteamnRail
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Re: Game engines and frameworks, File formats.

Post by SteamnRail »

Hi BVE Colorado, I could respost all the information yet again on the new OBve developer site. Maybe Chris will see my postings here?

Robert
leezer3
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Re: Game engines and frameworks, File formats.

Post by leezer3 »

I see most posts on openBVE, just don't always get as far as replying unless I've got something of use to say ;)

Some technical details (For what it's worth):
openBVE uses openGL for it's base graphics implementation. This is provided by OpenTK, which is also being used for the window bindings/ input, although things could relatively easily be changed to use any openGL bindings.

The simulation engine itself is (AFAIK, I wasn't involved with the initial implementations) completely custom.
Unfortunately, it's a very bad case of spaghetti code where I haven't touched it.

You'll find that implementing new (Or replacement) file formats isn't nearly as easy as you think. Part of the problem is the aforementioned custom engine- It was built around the way BVE2 & BVE4 stuff worked, and much of the plumbing for implementing new formats is either missing entirely or setup in a BVE-centric way.

At present, I'm slowly working my way through entire codebase, improving and re-writing as I go.
This isn't a quick process, but I think some important progress has been made to date.

Code contributions are always welcome, but frankly a list of file formats tells me very little I don't know already :)
Chris Lees

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http://www.bvecornwall.co.uk -BVE Cornwall: Providing QUALITY Steam for BVE!
SteamnRail
Getting the hang of things now
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Re: Game engines and frameworks, File formats.

Post by SteamnRail »

Ok fair enough.

Robert
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