- Battle for Wesnoth
- Hedge Wars
- Unknown Horizons (includes FIFE)
- Crystal Space (includes DAMN)
- OGRE3D
- ScummVM
- WorldForge, CEGUI and Ryzom Core
- PySoy (under the Python Software Foundation)
Software reviews including EDI softwares & CRM Softwares
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Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.This theme is Bloggerized by Lasantha Bandara - Premiumbloggertemplates.com.
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Crystal Space 1.4 is out. Features include improved animations ("integrating vertex based animation with skeletal animation") and terrain ("improves rendering and handling of large outdoor areas"), OpenAL for sound and an internationalization plug-in.
I have a little crush on Panda3D, because it gives access to 3D and audio with no complicated setting up through a scripting language (Python). On the other hand it requires 3D models to be in its own format and I find converting not very convenient. For example there have been problems importing animations into Radakan.
Besides that, 1.7.0 RC1 has been released, which is licensed under MIT license (before, it was LGPL). Here's what seems like a changelog.
Just for kicks: a simple comparison of OGRE, Panda and Crystal regarding lines of code. What does it tell us? Well, that OGRE has the biggest codebase (even though it only handles graphics), that Panda3D is the most compact of the tree and that Crystal Space code size had strange ups and downs. Nothing more really.
Kambi VRML v2.0 is soon to be released, as is the final version of the demo game Castle (which will only mean additional eye candy to the game). What is more important, as soon as Castle 1.0 is released, work will start on Castle 2.
Castle 1 is a three-level game and I consider it hard (easy to die) and its controls to be rough. On the other hand the level design is great: the layout invites exploration the levels are linear, each with a goal to be reached. This way the levels actually are part of a game, rather than an open-ended tech demo. This is why I have a good feeling about Castle 2.0 already. Depending on whether the developers decide to work on Castle 2 on their own or to ask the community for contributions, we might see some more use of their forum.
Old news: OpenGameEngine development stopped in October 2009, until a project manager wants to take over. The form in which the project is left is described as "usable" and "still too much work to make it worth the time investment".
Enjoy another ridiculous comparison of 3D (game) engines: OpenMW, KambiVRML and OGE. I just love diagrams. :)
We have a list of 3D engines on our wiki, if you want to dig some more. Also all FOSS game engine blogs that have feeds are included in the FGD development planet feed aggregator.