About
Lescegra is an OpenGL 3D engine and game framework, written in strict ANSI C. It has a very clean, object oriented design, and is easily extensible.
Progress
Section Progress
Multipass Rendering 70% (interface basics, stencil shadow render manager) Rigid Body Physics 80% (using ODE) Collision Detection 80% (using ODE) Audio 0% (probably using OpenAL) Embedded Scripting Language 40% (SWIG interface file generator, simple (non-oo) guile bindings)
Mission Statement
1.
Simplicity
The interface and the rendering/animation process should be easy to understand and mostly self explaining even for novices.
2.
Flexibility
It should be easy to integrate lescegra into existing projects, whatever toolkit, operating system or architecture is used.
3.
Extensibility
It should be easy to extend lescegra with custom functionality.
4.
Lightweight
Keep the dependencies to a minimum without reimplementing too much functionality.
Features
*
Object oriented design
o
Object system with single inheritance and virtual method dispatch
o
Runtime type information
o
Runtime checked casts
*
Support classes
o
Matrix and vector function
o
Collision tests for planes, triangles, boxes
o
Random number generator, interpolation, lists
o
Endianess handling
*
Scene graph
o
Rendering, animation and collision detection
o
Flexible bounding volume interface
o
Particle systems
o
Multitexturing
*
Geometry
o
Continuous-Level-Of-Detail terrain
o
Quake II models
*
Bitmap Loader
o
PNG
o
PCX
o
TGA
Portability
Lescegra is known to compile on the following platforms: Architecture Operating System Compiler PC x86 GNU/Linux (Debian 3.1) gcc 3.3, tcc 0.9.22
PC x86 Windows XP MS Visual Studio Express PC amd64 GNU/Linux (Debian 3.1) gcc 4.0 SGI Mips Irix 6.5 gcc, native cc
