Vicuna
Vicuna is an academic game engine, easy to learn, easy to start with and accomplish some great things.
Grab a copy of Vicuna 2013.02.
Download Here (~65 MB)
Here’s a few shots of the engine in action:
Here’s the change log since the previous versions:
+-----------------+ | 2012.12 (@r172) | +-----------------+ Added a custom exception handler to dump the exception in the log file. Added alpha testing to shadow maps Added an animation Fixed applying bone transforms Added event system Added component system Added physic to barrel in the room Added pivot support to the exporter Added some production scripts Added the ability to see which render nodes are in the frustum view Adds logger Adds new D3D9 model loader Adds render state block support Removes some D3D9 dependencies in GameApp Adds Unicode support to logger Building new interior scene Creates VCNAnim project Defines UNICODE in Release for VCNTests Delete big 3rd party installer Fixed camera cross product using proper left hand system Fixed compilation error Fixed mesh bounding sphere computation Fixed point light bounding sphere computation Fixed shading modes (use F3 to toggle modes) Fixed skinning homogeneous coordinate (was causing unwanted scaling) Fixes compilation Fixes fullscreen mode Fixes includes Fixes node deallocation Fixes scaling of physic static mesh Tries another physic simulation loop Fixes some leaks Makes VCNTests use Unicode Many NRVO optimizations Many optimizations Merged littexture shader and effect (only one remaining) Merged terrain shader and effect Minor tweaks Moved solutions files to Build/ Moves 3rdparty MessageBox library to the 3rdparty/ folder Optimized matrix GetRotation Optimized particle core by 20X Reduced the size of VCNNode from 260 bytes to 184 bytes Refactor precompiled headers Adds a performance graph to track performance results through revisions Refactored shader/effect code for simplification (no more D3D9 dependencies other than in VCND3D9) Refactored the animation system a bit Changed the terrain static mesh Refactored Vector classes Refactored view normal matrix usage Optimized VCNRenderNode size from 272 bytes to 208 bytes Refactors Awesomium handles Removed ambiguous matrix * vector operator Removed file prefix VCN Removed SSAO effect Removes an unneeded copy of the Awesomium rendering buffer (save ~5 FPS) Removes some D3D9 dependencies in GameApp Renames AnimatedNode to AnimationController Renames shaders Adds support for mesh skins Reversed matrix multiplication order (i.e MVP = M * V * P) Reverted the PhysX simulation loop, was causing issue in FINAL Separated the shadowing effect of the terrain to a second configurable pass. Updated sun directional shadow map region Updates AntTweakBar to version 1.14 Updates Awesomium to 1.6.4 Adds a simple test to call javascript Adds Awesomium C++ object handles +-----------------+ | 2012.02 (@r100) | +-----------------+ Major refactoring Integrates FMOD Adds Shadow mapping Adds support for .X importation Adds Basic integration of PhysX 3.2 Adds 3dsmax documentation Adds a method (RandomVector3) to generate random vectors Adds basic support to set the initial window position Adds deallocation of nodes to node allocator Adds packaging tools Adds PhysX camera visual debugging support Adds PhysX dynamic sphere support Adds PhysX support to load a static mesh from a VCNMesh Adds static terrain support Adds support for dynamic bodies Adds support to create an physic actor from a node Adds support to load .x files as Vicuna models. Cleans up shaders Cleans up the exporter a bit Cleans up the HUD Cleans up the menus Cleans up the project settings Deletes unused files Enables PhysX Profiling in debug builds Improves assertion dialog UI Extracts height from static terrain Fixes fullscreen mode Fixes node hierarchy transformation Fixes some .x vertex adjacencies errors Improves effects Improves SSAO (still bad when mixed with transparency) Improves Sun entity Moves PixProf.h to VCNRenderer module and overrides it in VCND3D9 Optimize Awesomium rendering Reduces size of button in the assert dialog Refactors loading a mesh from a .x file. Refactors terrain effect Removes FMOD dependencies in GameApp Removes some unused sounds Renames precompiled headers Renames Terrain to ProceduralTerrain Replaces Game headers Replaces VCN D3D9 module headers Replaces VCNAudio headers Replaces VCNCore headers Replaces VCNFMOD headers Replaces VCNImporter headers Replaces VCNNodes headers Replaces VCNParticle module headers Replaces VCNPhysic module headers Replaces VCNPhysX module headers Replaces VCNRenderer module headers Replaces VCNResources module headers Replaces VCNTests module headers Replaces VCNUI module headers Replaces VCNUtils module headers Replaces VCNWindows module headers Updates sound configuration
Written on January 1, 2013