Horde3D

{{Short description|Open-source graphics engine}}

{{Infobox software

|name = Horde3D

|title = Horde3D

|logo = Horde3D logo.jpg

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|author = Nicolas Schulz

|developer = The Horde3D Team

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|programming language = C++

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Microsoft Windows, Mac OS X, Linux (experimental){{cite web |url=http://www.hcm-lab.de/projects/GameEngine/doku.php/docs:installation:linux |title=Building the GameEngine on Linux (experimental) |last1=Nüscheler |first1=Christoph |date=16 October 2013 |publisher=University of Augsburg |access-date=18 July 2014 |quote=Since Linux support is still experimental, feedback will be highly appreciated. |archive-date=24 September 2015 |archive-url=https://web.archive.org/web/20150924025303/http://www.hcm-lab.de/projects/GameEngine/doku.php/docs:installation:linux |url-status=dead }}

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|language = English

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|genre = Graphics rendering engine

|license = EPL

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|website = {{URL|http://www.horde3d.org/}}

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Horde3D is an open-source cross-platform graphics engine.{{cite web |url=http://horde3d.org/ |title=Home |website=horde3d.org}} Its purpose and design is similar to that of OGRE with the primary goal being lightweight for next-generation video games.{{cite web |url=http://sourceforge.net/projects/horde3d/ |title=Horde3D |date=29 April 2013 |publisher=Sourceforce |access-date=2014-01-24 }} The engine is also particularly suited for large crowd simulations.{{cite web |url=https://launchpad.net/horde3d |title=Horde3D - Next-Generation Graphics Engine |date=March 4, 2010 |website=Launchpad |publisher=rebel |access-date=2014-01-24 }} The engine is also compatible with GLFW.{{cite web |url=http://www.glfw.org/Horde3D.html |title=Horde3D |date=February 7, 2010 |publisher=GLFW |access-date=2014-01-24 |archive-date=2014-01-18 |archive-url=https://web.archive.org/web/20140118070427/http://www.glfw.org/Horde3D.html |url-status=dead }} The major part of the graphics engine was originally written for the indie group pyropix and development is now continued at the University of Augsburg.

Design

The engine is primarily designed for an object-oriented approach to scene rendering.{{Cite web |url=http://devmaster.net/devdb/engines/horde3d |title=Horde3D (Engine) | DevMaster |access-date=2014-01-16 |archive-date=2014-01-17 |archive-url=https://web.archive.org/web/20140117040956/http://devmaster.net/devdb/engines/horde3d |url-status=dead }}{{cite book|author1=Ido A. Iurgel|author2=Nelson Zagalo|author3=Paolo Petta|title=Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portugal, December 9-11, 2009, Proceedings|url=https://books.google.com/books?id=8_QKE9bSUYQC&pg=PA266|date=24 November 2009|publisher=Springer|isbn=978-3-642-10642-2|page=266|access-date=January 21, 2014}} It also features a Scene Editor that can design shaders with support for plugins including physics.{{cite web |url=http://www.opengl.org/news/comments/official_horde3d_scene_editor_released/ |title=Official Horde3D Scene Editor released |date=November 13, 2007 |publisher=Khronos Group |access-date=2014-01-17 }} The engine was originally built on top of OpenGL 2.0{{cite web |url=http://www.opengl.org/news/comments/horde3d_sdk_v05_opengl_20_based_lightweight_engine_for_rendering_large_crow/ |title=Horde3D SDK v.0.5 OpenGL 2.0-based lightweight engine for rendering large crowds of animated characters |date=September 25, 2006 |publisher=Khronos Group |access-date=2014-01-17 }} A plugin to use the engine with the Bullet Physics API also exists.{{cite web |url=http://bulletphysics.org/wordpress/?p=24 |title=Horde3D Physics Library Integration |date=October 12, 2007 |publisher=Bullet Physics Library |access-date=2014-01-17 }}

Languages

The engine contains a number of bindings to various languages including C#, Java, Python, Lua, Squirrel, GML ([https://github.com/Quarnion/GMHorde3D-Port GMHorde3D]){{cite web |url=http://horde3d.org/wiki/index.php5?title=Language_Bindings |title=Language Bindings |access-date=2014-01-24 |archive-date=2014-01-17 |archive-url=https://web.archive.org/web/20140117025142/http://horde3d.org/wiki/index.php5?title=Language_Bindings |url-status=dead }}

Games using the engine

The following commercial games use the Horde3D engine:

class="wikitable collapsible sortable"
| Title

! data-sort-type="date" | Year

! | Developer

Offroad Legends

|2012

|DogByte Games

Redline Rush

|2013

|DogByte Games

Timelines: Assault on America

|2013

|[http://fourflash.com 4Flash Interactive]

Offroad Legends 2

|2014

|DogByte Games

Off The Road

|2018

|DogByte Games

References

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