Icarus Scene Engine

By Author: emacinnes
Icarus Scene Engine is a cross-platform, CLS-compliant 3D framework, integrating open source APIs into a cohesive all-open-source, all .NET solution. For Windows, MacOSX & Linux.

Uses OpenTK, OpenGL, OpenAL APIs for graphics and audio. Runs on Mono/.NET. Links to FFMpeg for streaming video, and FreeType as a temporary conversion mod to bring fonts into a native XML format.

Binary builds of Icarus will be infrequent, roughly every 18 months or so, the GIT code updates regularly on a weekly or twice-weekly basis (or faster if there are urgent issues).

Feature

  • Dynamic shader generation based on materials, material layers, lighting, shadows, normal mapping and post effects
  • Animatable Lighting, Cameras, Lenses, Scenes.
  • Multi-threading. Background loading of all resources, inc. models, textures, audio
  • Shared resource ".scenex" XML-based files for textures, models, materials, scene definition etc.. etc..
  • Native .NET Physics simulations, based on ODE,converted and streamlined. Background-threaded, with built in synchronisation to 3D models and any other scene object.
  • Native .NET OGG and WAV support, with background thread audio processing/streaming
  • 3D Positional Audio based on OpenAL.
  • 3D Models, importing from 3DS and OBJ files
  • Terrain from Textures and raw heightfield data
  • Themable User Interface controls, fully animatable, with nested parent/child as well as docking and/or anchoring to 9 points around the parent UI element with spacing and padding properties
  • Binary-compatible across MacOSX, Windows, Linux.
  • Scene Management. Scenes within Scenes, Parallel Scenes
  • Full Animation Track, Time Dilation on any Track
  • Double/Single floating point accuracy versions.
  • Automatic selection of VBO, Display Lists, Immediate Mode, depending on underlying rendering platform capabilities and/or dynamic nature of rendering.
  • Dynamic LOD geometric texturable shapes including: spheres, torus, cylinders, capsules, tubules
  • Native in-engine Collision Rays, projection and unprojection, including ray projection into geometry triangles, triangle texture coordinates and onwards into the sub-scene that generated the texture.
  • Easy Surface generation (Frame Buffers) for depth and/or color rendering of Scenes
  • Cross-platform Font consistency.
  • Decoding/Encoding Video Streams
  • CLS-Compliant for VB and other .NET language use
  • DXT texture compression support
  • Custom XML loading for large (>10Mb) XML files containing high definition models & textures. e.g. 100Mb single model size
  • 6 default coordinate primitives, vector, euler (vec+angles), matrix, trajectory, position /rotation (vector & matrix), and Composite coordinates (arrays of primitives), can be set on any object

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