Delta3D

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Delta3D
Software Details:
Version: 2.1.1 / 2.2.0 RC1
Upload Date: 2 Jun 15
Developer: Erik Johnson
Distribution Type: Freeware
Downloads: 33

Rating: nan/5 (Total Votes: 0)

Delta3D is a fully-funded and well-supported open source project, a full-function game engine appropriate for a wide variety of modeling & simulation applications.

Delta3D is a widely used and well-supported open source game and simulation engine. Delta3D is a fully-featured game engine appropriate for a wide variety of uses including training, education, visualization, and entertainment. Delta3D is unique because it offers features specifically suited to the Modeling and Simulation and DoD communities such as High Level Architecture (HLA), After Action Review (AAR), large scale terrain support, and SCORM Learning Management System (LMS) integration.

The Delta3D Engine

Delta3D is an Open Source engine which can be used for games, simulations, or other graphical applications. Its modular design integrates other well-known Open Source projects such as Open Scene Graph, Open Dynamics Engine, Character Animation Library, and OpenAL. Rather than bury the underlying modules, Delta3D integrates them together in an easy-to-use API -- always allowing access to the important underlying components. This provides a high-level API while still allowing the end user the optional, low-level functionality.

For a full list of features, please see The Delta3D Feature List. Delta3D renders using OpenGL and imports a whole list of diverse file formats (.flt, .3ds, .obj, etc.).

Supported Platforms

Delta3D is developed and tested on Windows XP using Microsoft Visual Studio and Linux using gcc. All the underlying dependencies are cross-platform as well, so just about any platform should be compatible with a few minor modifications to the source. Unofficially, there is general support for Mac OSX and many users are successfully developing Delta3D applications on that platform.

Features:

  • Input device mapping (Keyboard, Mouse, Joystick, Trackers)
  • Motion models (Fly, UFO, Walk, Orbit, First Person)
  • Environment rendering (clouds, haze, skyboxes, time of day)
  • Particle System Effects (Smoke, Explosion, Custom)
  • Terrain Rendering (Infinite Procedural terrain, Heightfield-based terrain)
  • Camera controls (Field of View, Tripod)
  • Multiple camera support
  • Multiple window support
  • Physics (Rigid Body, Collision Detection, Auto-bounding shapes)
  • Open GL Lighting
  • Bezier path nodes
  • Full OpenGL 2.0 support
  • GLSL Vertex and Fragment Shaders
  • Animation blending
  • Ground following
  • Avatar feet correspond to world positioning
  • Application template
  • Weather interface (visibility, cloud coverage)
  • Window integration with Fast Light Toolkit (FLTK)
  • Widget class to ease intergration with other window toolkits
  • Coordinate system conversion
  • Detonation interface
  • HLA entity interface
  • Paged terrain tiles, image utilities, and noise generation
  • DTED reader
  • SOARX renderer with continuous level of detail
  • Procedural vegetation placement - land cover classification (LCC) support
  • Image overlay decorator - GEOTIFF support
  • Actor proxy and actor property architecture
  • Library management (Actor Registries)
  • Project and map loading (XML)
  • Actor property types: Sound, Terrain, Character, Texture, Static Mesh, Particle System, Enumeration, Actor, Color, Vec2/3/4, String, Int, Double, and more
  • Base engine actor proxies
  • UI Drawable and renderer
  • Extensisble skinning interface
  • Default GUI art
  • Game Actor and Proxy
  • GM Component architecture with plugin support - default message processor, rules component, and logger component
  • Message infrastructure - message and parameter factories
  • Network agnostic - support for single client, client/server, and playback
  • Message streaming for sending, receiving, and recording messages
  • Base client and server game managers
  • File logging and Xerces XML utilities
  • Texture, noise, matrix, and string utilities
  • Library Management
  • Type safe enumerations
  • 2D/3D sounds
  • Full control of sounds (gain, pitch, position, play, stop, pause, rewind, etc.)
  • Doppler effect
  • Efficient use of audio hardware
  • Server/Client architecture
  • Reliable/unreliable packet transmition
  • Full API access
  • Map editing - project resource and library management
  • Visually create and manipulate actors
  • Property editor and actor linking with undo/redo
  • Split screen viewports - Perspective plus top, side, side orthographic views
  • Wireframe, lighting, and textured modes
  • Reconfigurable user interface with undo/redo
  • Actor searching and global actor management
  • Texture, mesh, sound, and particle browsers
  • Example test applications covering almost aspect of Delta3D
  • Over 22,000 lines of unit tests
  • MS Visual Studio 2005 solutions and projects
  • Complete SCons scripts
  • Graphical Particle Effect Editor - Provides a convenient GUI and display for editing Particle Effects.
  • 3D Model Viewer - An easy-to-use, standalone Viewer to preview 3D models.

What is new in this release:

  • Fixed bug in STAGE dealing with Global Actors. (r4865)
  • Fixed problem with CMake "install" that would not install the .inl files (r4929)
  • Fixed problem with the Fire Fighter demo loading data files in Linux. (r4931)
  • Fixed a problem with testAnim that would cause the character to start vaporizing when rotated too far. (r4932)
  • Fixed a potential problem that could happen when removing an inactive DeltaDrawable from the Scene. (r4934)
  • Modified the .rc files to support compiling with Visual Studio Express. (r4938)
  • Fixed problem when removing an inactive DeltaDrable from the Scene. (r4940)
  • Fixed compile bug with Windows testPython in Debug mode. (r4950)
  • Fixed problem with STAGE's icons when "installed" with CMake. (r4961)
  • Fixed some memory leaks in STAGE. (r4962)
  • Fixed problem that kept CEGUI from getting a double-click event. (4970)
  • Fixed bug that could crash the application when the BezierController reached the end of the path. (r4979)

What is new in version 2.1.0:

  • Refactored dtCore::Transform. It now holds a matrix as a data member, and never decomposes the scale. (r4232)
  • Broke out the scaling code into its own class, dtCore.Model. dtCore::Object now has API to scale its geometry. (r4241)
  • Deprecated dtDAL::ActorType::ToString() in favor of dtDAL::ActorType::GetFullName(). (r4299)
  • dtCore::Environment now uses new dtUtil::DateTime instead of dtCore::Environment::DateTime. (r4394)
  • Added a new time to system, SimTimeSinceStartup which is basically the total amount of simulated time. (r4398)
  • Added the ability to set custom colors on waypoints. (r4403)
  • Moved dtChar and all related projects to Delta3D-Extras. (r4472)
  • Added dtUtil::RefString to handle static strings to help reduce memory footprint. (r4479)
  • Python bindings: now in Release and Debug flavors. Bindings get generated to the bin/release and bin/debug folders. Set the PYTHONPATH environment variable with the full path to the .pyd files to tell Python where to get the Delta3D bindings (r4577).
  • Build Breaker: Added BehaviorOptions stuct to supply to the dtCore::FlyMotionModel (r4570)
  • Deprecated dtUtil::NodePrintOut::PrintOutNode() in favor of dtUtil::NodePrintOut::CollectNodeData() (r4581)
  • Fixed a bug that would cause Transformable::GetTransform() to not return a valid Transform if a disabled Camera has a Scene that contains the Transformable. (r4584)
  • Added Intersense SDK code into Delta3D instead of relying on the external dependency. (r4606)
  • Added new RTSMotionModel. (r4632)
  • Added ability to double-click in STAGE to open the map. (r4641)
  • Fixed STAGE crash that could occur if the previous context wasn't found (r4646).
  • Upgraded osgExp to work with 3ds Max2008 and OSG 2.4. (r4651)
  • Moved dtAnim, dtAudio dependent actors into dtAnim, dtAudio. (r4666)
  • Removed notion of DatabasePaging Enable/Disable (r4674). Deprecated methods:
  • * void dtCore::Scene::EnablePaging()
  • * dtCore::Scene::DisablePaging()
  • * dtCore::Scene::DisablePaging() const,
  • * dtCore::Scene::SetPagingCleanup(double)
  • * double dtCore::Scene::GetPagingCleanup()
  • * void dtCore::Scene::SetConfiguration(dtUtil::ConfigProperties* config)
  • * dtUtil::ConfigProperties* dtCore::Scene::GetConfiguration()
  • * const dtUtil::ConfigProperties* dtCore::Scene::GetConfiguration() const
  • * dtCore::View::EnablePaging()
  • * dtCore::View::DisablePaging()
  • * dtCore::View::SetTargetFrameRate(double)
  • * double dtCore::View::GetTargetFrameRate()
  • * Map& dtDAL::Project::LoadMapIntoScene(const std::string& name, dtCore::Scene& scene, bool addBillBoards=false, bool enablePaging = true)
  • * dtDAL::Project::LoadMapIntoScene(Map& map, dtCore::Scene& scene, bool addBillBoards=false, bool enablePaging=true)
  • * dtGame::GameManager::ChangeMap(const std::string &mapName, bool addBillboards=false, bool enableDatabasePaging=false)
  • * dtGame::GameMananger::ChangeMapSet(const NameVector& mapNames, bool addBillboards, bool enableDatabasePaging)
  • * dtGame::MapChangeStateData::BeginMapChange(const NameVector& oldMapNames, const NameVector& newMapNames, bool addBillboards, bool enableDatabasePaging)
  • Fixed bug: if you attempted to enable an already-enabled FPS motion model, you'd lose your registered axis listeners (r4678).
  • Removed Visual Studio 2005 and SCONs project files; Cmake is now preferred. (r4695)
  • Added Mouse event callback methods to dtABC::Application (r4689).
  • dtABC::Application now gets a mouse double-click event. (r4696)
  • Added ability to dtCore::View to mouse pick a DeltaDrawable. (r4698)
  • Added ability to "pick" an object in testPhysics example. (r4699)
  • Removed the thousands separator from STAGE. (r4719)
  • Added support for CMake 2.6 (r4733).
  • Removed older deprecated methods (r4743):
  • * dtCore::Camera::SetPerspective()
  • * dtCore::Camera::GetPerspective()
  • * dtCore::Notify()
  • * dtCore::SetNotifyLevel()
  • * dtDAL::Tree
  • Build Breaker! Changed dtCore::Camera second constructor to take in a osg::Camera instead of a dtCore::View. (r4750)
  • Added ForEachActor, ForEachPrototype, FindActorsIf, and FindPrototypesIf. The ForEach methods allow one to do something to each actor, and the Find...If methods allow one to do a custom search and fill a vector with the results.
  • Since they are templated, use , and have helper functor classes, I put the code in gamemanager.inl. If you want to call any of those methods, you must include dtGame/gamemanager.inl so the everything using the gm doesn't need to parse the extra code.
  • Added ability to apply a force and torque to a Physical via a ODE Body wrapper class. (r4772)
  • Additional dtCore::Camera Python bindings. (r4777)
  • Added ability to Show/Hide a DeltaDrawable via the DeltaDrawable::SetActive() method. (r4778)
  • Added ability to scale an animated character via its xml file. (r4788)
  • Added dynamic scaling to the AnimationViewer. (r4790)
  • Added lighting controls to the ObjectViewer.
  • Fixed bug that would cause the collision shape to not take into account the Object's scale. (r4816, r4818)
  • GameEvent-based Task can now define a Task to cause it to fail. (r4819)
  • Added new SoundComponent. (r4835)
  • Fixed bug in STAGE dealing with Global Actors. (r4865)
  • Added ability to disable the OSG2.6.0 end-of-frame openGL context clearing by setting the environment variable "DELTA_RELEASE_CONTEXT". (r4896)

Requirements:

  • CMake

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