•  CVs :
  1. Ionuț Cava : >>Updated CV<<
  2. Igna Daniel : >>LinkedIn account<<
  •  Mission :
  1. Build a free and open-source 3D game framework that anyone can use without limitations.
    1. Improve said code and release all changes to the public.
    2. Development is limited to our specific needs at any point in time.
  2. Develop our own titles based on the framework that are both fun and free to play.
    1. Game specific code WILL be closed source initially due to obvious reasons.
    2. Engine improvements that arise from development will be released to the public.
    3. All development tools and SOME assets will be released to the public.
  3. Release everything under the MIT license.
    1. No limitations for either non-commercial or commercial projects.
    2. No limitations for either open or closed source projects.
    3. Just keep the copyright notice and accept that we offer no warranty and are not liable for any problems related to using our code.
  4. Offer support to anyone asking for it.
  • History :
  •     Starting out using the Torque Game Engine from GarageGames.com, we began researching realtime rendering and scene management. Soon thereafter, pushed by a project for the "Computer Graphics" course at Ovidius University of Constanta we developed our first OpenGL framework that loaded OBJ meshes with materials and simulated collisions and lighting effects using PhysX.

  •     Later, when a bachelor degree thesis project needed 3D scene navigation, dynamic cameras, vertex shader based animation, fast terrain rendering techniques and so forth, the original framework grew into something that became useful for a lot of different projects. That's where the idea to build the framework arose from. 

  •     Each project, either for personal research, or for the university needed more and more functionality. We continued adding features to fulfill every new requirement and ended up with the current code base. Every feature and functionality decision was introduced because it was needed, thus following the paradigm: "Don't build engines, build games".
 
 

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  • Copyright and Credits :
Note: the following table may be incomplete. If your code isn't listed, please contact us via the contact link in the menu above.
Library / Code

 Author / Company

 Product website Usage notes
GLSL demo

Vayer Clément, Martin Samuel, Leroi Morgan, Gerometta Yannick

http://yannick.gerometta.free.fr/base.php?id=glsldemo A lot of reference code still in the project. Will be removed, but credits will remain.
GameSWF Thatcher Ulrich http://tulrich.com/geekstuff/gameswf.html  Not currently used, but code is present.
Boost C++ Libraries Beman Dawes, David Abrahams, Rene Rivera  http://www.boost.org  
PhysX nVidia Corporation http://www.nvidia.com/object/physx_new.html  
ASSIMP

Alexander Gessler, Thomas Schulze, Kim Kulling, David Nadlinger

http://assimp.sourceforge.net Will eventually be moved to a standalone model conversion tool for the framework.
SDL_mixer Sam Latinga, Stephane Peter and Ryan Gordon http://www.libsdl.org/projects/SDL_mixer/  
FMOD (non-commercial license) FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2011 http://www.fmod.org/ As an alternative for SDL and OpenAL.
OpenAL/ ALUT  Creative Technology http://connect.creativelabs.com/openal/  
DevIL Denton Woods http://openil.sourceforge.net/  
TGE/TGEA/T3D Garage Games http://www.garagegames.com As with GLSL, a lot of reference.
Physche Coding Labs http://www.codinglabs.net/psyche.aspx For an idea on image filters and deferred rendering.
GLSW Philip Rideout  http://prideout.net/blog/?p=11 FX-like glsl file parsing.
Recast & Detour Navigation Mikko Mononen http://code.google.com/p/recastnavigation/  
ThreadPool Philipp Henkel http://threadpool.sourceforge.net/  
SimpleINI Brodie Thiesfield http://code.jellycan.com/simpleini/  
CEGUI Paul Turner http://www.cegui.org.uk/wiki/index.php/Main_Page  Modified to allow multithreaded OpenGL rendering.
FTGL Henry Maddocks http://sourceforge.net/apps/mediawiki/ftgl/index.php?title=Main_Page  Modified to allow OpenGL 3.x context and multithreaded rendering.
GLIM Jan Krassnigg http://www.artifactgames.de/FILES/START.PHP?where=GLIM.PHP Modified to allow custom vertex position attribute locations.

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