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Features

Media Engine / Prototyping tool / Swiss Army Knife.


Efficient Object Introspection based Class Manager handles serialization, object linking, editor creation, etc…
Windows/XBox/PS2/Linux/OSX versions functional.
Almost entirely event driven.
Design Patterns influenced architecture
Plugin architecture on PC. (Asset filters, commands, game loops, etc...)
Built in multiplatform asset management / batch conversion system (asset filters).
Runtime command script interpreter

Custom editor / UI loosely based on FLTK, but using 3D API for display.
Pixel Perfect Selection / Maya Like Manipulators.
Built in 3D modeler with shader aware 3D texture painting.

Material based graphics rendering, using vertex and pixel shaders (will revert to texture combiners/multipass if pix shaders not present)
HLSL Effects on DX9 , custom CgFx like script based effects on other platforms.
Xbox (DX8 and Pushbuffer) / DX9 / PS2 / OpenGL Graphics Drivers.
Render To Texture
Flexible rendering mechanism , very ez to render a custom culled scene to a texture and use it as a shadowmap (or other texture)
Software Rasterizer

DirectSound / ALSA / Jack / VSTI Audio Drivers.
Built in audio sequencer/synthesizer abstraction mechanism.
soundfont based sample playback synth.
Internal "modular analog" synth: oscillators, filters, envelopes, etc.. you get the idea
polyphonic or monophonic voice instantiation/management for modular voice layers
Can load and use LADSPA plugins (in linux, osx or windows!) as if they were native audio modules
Can be used as a VST instrument
ability to route live midi to visuals
Multiple simultaneous input devices

(Mouse/Keyboard/Wacom Tablet/Joystick/MIDI).