Horde3D
Open-source graphics engine
From Wikipedia, the free encyclopedia
Horde3D is an open-source cross-platform graphics engine.[2] Its purpose and design is similar to that of OGRE with the primary goal being lightweight for next-generation video games.[3] The engine is also particularly suited for large crowd simulations.[4] The engine is also compatible with GLFW.[5] 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.
| Horde3D | |
|---|---|
![]() | |
| Original author | Nicolas Schulz |
| Developer | The Horde3D Team |
| Written in | C++ |
| Operating system | Microsoft Windows, Mac OS X, Linux (experimental)[1] |
| Available in | English |
| Type | Graphics rendering engine |
| License | EPL |
| Website | www |
| Repository | |
Design
The engine is primarily designed for an object-oriented approach to scene rendering.[6][7] It also features a Scene Editor that can design shaders with support for plugins including physics.[8] The engine was originally built on top of OpenGL 2.0[9] A plugin to use the engine with the Bullet Physics API also exists.[10]
Languages
Games using the engine
The following commercial games use the Horde3D engine:[2]
| Title | Year | Developer |
|---|---|---|
| Offroad Legends | 2012 | DogByte Games |
| Redline Rush | 2013 | DogByte Games |
| Timelines: Assault on America | 2013 | 4Flash Interactive |
| Offroad Legends 2 | 2014 | DogByte Games |
| Off The Road | 2018 | DogByte Games |
