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Project Information
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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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