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dtEntity is a game and simulation engine using OpenSceneGraph for visualization.

Features:

  • Pure component system - functionality is shared by composition, not by inheritance. No data or functionality in game object, game object is an aggregation of components.
  • Entity system approach to storing components - components are stored by type, not by game object
  • Fully scriptable with Google V8 JavaScript
  • Integrates libRocket GUI and CEGUI
  • Publish-Subscribe message system
  • Many existing components: Mesh, animation, text label, camera, transform, sky box, ground clamper...
  • Plugin system for loading additional component libraries
  • XML map format, maps can be independently loaded and unloaded at runtime
  • Qt based map editor
  • A Qt property editor, property edit masks are configurable on a per-property basis in an xml file (for example: Vec4 Property 'color' in component of type TextureLabel should be edited with a color picker)
  • Hierarchical composition of entities is possible - use attachment points to define where in scene graph an entity shows up. Example: Sky box entity has a component "LayerAttachPoint" that other entities can choose to attach to.
  • Can be compiled to use Delta3D actors. This way, delta3d features like Cal3d animation, clouds rendering etc can be used.
  • Debug draw manager for quickly displaying debug geometry like lines, points, triangles
  • Prototypical PhysX bindings

Visit dtEntity group

This video shows the javascript demos located at examples/ProjectAssets. Please note that the video capture software shows the mouse cursor with a slight offset. The transparent window is a custom style for libRocket.

This is a screencast of messing around with dtEntity Qt editor. Dropping some entities into the scene, using tools to transform them, using property editor to modify properties.

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