ساندویچ پانل دیواری ماموت پانل دلیجان 09186436863

ساندویچ پانل دیواری ماموت پانل دلیجان 09186436863

ساندویچ پانل دیواری ماموت پانل دلیجان 09186436863

ساندویچ پانل دیواری ماموت پانل دلیجان 09186436863

ابسان الکتریک ۱۲۲


Acyloin Condensation
Aldol Condensation
Arbuzov Reaction
Arndt-Eistert Synthesis
Baeyer-Villiger Reaction
Bamford-Stephens Reaction
Barbier Reactions
Barbier-Wieland Degradation
Barton Reaction
Barton-McCombie Reaction
Barton Olefin Synthesis
Baudisch Reaction
Baylis-Hillman Reaction
Bechamp Reduction
Beckmann Rearrangement
Beckmann Fragmentation
Benzilic Acid Rearrangement
Benzoin Condensation
Bergman Reaction
Bernthsen Acridine Synthesis
Biginelli Reaction
Birch Reduction
Bishler-Mohlau Indole Synthesis
Bishler-Napieralski Reaction
Blaise Reaction
Blanc Reaction
Bodroux Reaction
Borsche-Drechsel Cyclization
Brackeen Imidazole Synthesis
Brook Rearrangement
Bucherer-Bergs Reaction
Cannizzaro Reaction
Carroll Rearrangement
Castro-Stephens Coupling
Chichibabin Reaction
Claisen Condensation
Claisen Rearrangement
Clemmensen Reduction
Combes Quinoline Synthesis
Conrad-Limpach Reaction
Cope Rearrangement
Cope Elimination Reaction
Cory-Kim Oxidation
Craig Method
Curtius Rearrangement
Dakin Reaction
Dakin West Reaction
Darzens Condensation
Dess-Martin Oxidation
Dieckmann Reaction
Diels-Alder Reaction
Doebner Reaction
Edman Degradation
Einhorn -Brunner Reaction
Emmert Reaction
Ene Reaction
Eschenmoser Fragmentation
Favorskii Rearrangement
Feist-Benary Synthesis
Finkelstein Reaction
Fischer Indole Synthesis
Fischer Oxazole Synthesis
Flood Reaction
Friedel-Crafts Acylation
Friedel-Crafts Alkylation
Friedlander Synthesis
Fries Rearrangement
Gabriel Synthesis
Gattermann-Koch Reaction
Goldberg Reaction
Grob Fragmentation
Hammick Reaction
Harries Ozonide Reaction
Heck Reaction
Hell-Volhard-Zelinsky Reaction
Henry Reaction
Hinsberg Thiophene Synthesis
Hofmann Reaction
Hofmann-Martius Rearrangement
Horner-Emmons
Hunsdiecker Reaction
Jacobsen Epoxidation
Jones Oxidation
Knoevenagel Condensation
Knorr Pyrrole Synthesis
Knorr Quinoline Synthesis
Kolbe-Schmitt Reaction
Krapcho Decarboalkoxylation
Krohnke-Pyridine Synthesis
Kucherov Reaction
Leuckart Reaction
Letts Nitrile Synthesis
Lieben Iodoform Reaction
Lossen Rearrangement
Madelung Synthesis
Mannich Reaction
Milas Hydroxylation Reaction
Mitsunobu Reaction
McMurry Reaction
Meerwein-Ponndorf-Verley Reduction
Peterson Reaction
Pinner Reaction
Pfitzner-Moffatt Oxidation
Pictet-Gams Isoquinoline Synthesis
Pictet-Spengler Isoquinoline Synthesis
Piloty-Robinson Synthesis
Pinacol Rearrangement
Pomeranz-Fritsch Reaction
Polonovski Reaction
Quelet Reaction
Reformatski Reaction
Reissert Reaction
Reissert Indole Synthesis
Riehm Quinoline Synthesis
Riley Oxidation
Ritter Reaction
Robinson Annulation
Rosenmund Reduction
Rowe Rearrangement
Rubottom Oxidation
Ruff-Fenton Degradation
Sandmeyer Reaction
Scholl Reaction
Schmidt Rearrangement
Schotten-Baumann Reaction
Sharpless Dihydroxylation
Sharpless Epoxidation
Simmons-Smith Reaction
Simonis Chromone Cyclization
Skraup Reaction
Sommelet-Hauser Rearrangement
Stephen Aldehyde Synthesis
Stevens Rearrangement
Swern Oxidation
Tiemann Rearrangement
Ullmann Reaction
Wacker Oxidation
Wharton Reaction
Whiting Reaction
Wichterle Reaction
Wolff Rearrangement
Wolff Kishner Reduction
Wittig Reaction
1,2-Wittig Rearrangement
2,3- Wittig Rearrangement
commercial game engine for Windows 95/98 written by David Paull( david@tanzanite.to ).
  • Perspective texture mapping
  • MIP mapping
  • Multi-texturing
  • (NEW) Bump mapping
  • (NEW) Detail mapping
  • Gouraud shading
  • ZBuffer rendering
  • Support for DirectX 6.0, and higher
  • Spherical reflections
  • Constructive solid geometry
  • Collision detection
  • Landscape rendering
  • (NEW) Mesh optimization
  • Randomly generated landscape geometry
  • Randomly generated tree geometry
  • Fractal mathematics library
  • Procedural textures ( (NEW) Coriolis effect, Contour lines, Strata layers,...)
  • 3D Studio MAX .ASE model loader
  • Written in C and Assembly
More information, screenshots and a demo can be found on the TechNature Homepage.

12.05.2000 pixelbase 02.02.2000
pixelbase is a commercial 3D engine for Windows from Engin Cilasun ( engin@pixelbase.net ) and Attila Uygun ( ati@pixelbase.net ).
  • Multitexturing OR Two-pass texturing using OpenGL
  • Support for Direct3D
  • Soft Body Dynamics
  • Lens flares
  • Plugin mechanism for great extensibility
  • Custom model editor with surface unfold capability
  • LightWave plugin for model import/export to our editor
  • Realtime shadows (needs HW stencil buffer support)
  • Metallic surfaces
  • Particle systems
  • Physics system
  • Compiled scripting with realtime bytecode interpreter
  • External script compiler
  • Support for shaders (like metal&rust)
More information and screenshots can be found on the Pixelbase Homepage

12.05.2000 Xeios 12.05.2000
Xeios is a commercial 3D engine for Windows and Playstation 2 from AiCube Co.
  • Shaded, perspective texture mapping
  • Mip mapping
  • Bump mapping
  • Environment mapping
  • Multipass rendering
  • Scene graph support
  • Fogging
  • Deformable meshes (Skinning, Bones, Envelopes)
  • Key framed animation
  • Converters for Maya, Softimage, Lightwave and 3D Studio Max
  • Particle system
  • Support for custom shaders
More information can be found on the AiCube Homepage.

27.04.2000 Experience Engine 27.04.2000
The Experience Engine is a 3D engine for Direct X7 from The Whole Experience, Inc.
  • Lightmapped, perspective texture mapping
  • Multi-textureing (Bump, detail and diffuse textures)
  • Cube enironment mapping
  • Support for texture compression
  • Transparency
  • Support for hardware transformation and lighting
  • Automatic tessellation of NURBS objects with full UV support
  • Bones/Cluster-based animation (single-mesh)
  • Hierarchical animation (multi-mesh)
  • Per-vertex color (can affect textures) and per-vertex transparency
  • Surface material support
  • Vertex lighting (8 most important lights per vertex using T&L hardware)
  • Different light types (point, spot, directional, ambient)
  • 3D sound
  • Special effects (lightning, sparcs, rain, dynamic day/night changes, moving clouds)
  • Particle effects (for smoke, fire, water and other vapor and magical effects)
  • Real-time geometry warping (for extremely realistic water)
  • Dynamic scene culling
  • Export from Alias Power Animator or Maya
More information, screenshots and a demo can be found on the Experience Engine Homepage.

12.04.2000 Legus3D 23.03.1998
Legus3D (former LEGUS Virtual Reality System) is a commercial real-time rendering engine for PCs from Branimir Karadzic ( karadzic@eunet.yu ).
  • Binary space partitioning (BSP) and potential visible sets (PVS).
  • Object hierarchies.
  • Object morphing.
  • Fog/depth cueing.
  • Keyframing (objects, lights and camera).
  • Shadow volume (lightmap, surface or polygon).
  • Dynamic lighting (with shadows).
  • Volumetric lighting.
  • Material (ambient, diffuse, specular, alpha blending, transparent texture).
  • Mip mapping.
  • Animated texture support.
  • Animated mesh support.
  • Collision detection (sphere, cylinder or box).
  • Support for 3D Studio 3DS, Lightware LWO, Quake MD2 and LucasArts 3DO objects.
  • Support for Quake1 BSP world files.
  • Solid fill, texture mapping (affine or perspective corrected), enviroment mapping, bump mapping, 2D sprites.
  • Sub-pixel and sub-texel accuracy.
  • Bilinear filtering.
  • Alpha blending.
  • Z-buffer.
  • Transparent texture.
  • Filters: smooth, bilinear antialiasing, blur motion.
  • 256 color, 15/16bit highcolor and 24/32bit true color modes.
  • Support for OpenGL, Direct3D and software rendering
  • Scene graph support
  • Mirrors and portals
  • Particle and special effects system
  • Written in C/ASM.
More information, screenshots and demos can be found on the Legus 3D Homepage.

12.04.2000 Genesis 3D 11.08.1998
G3D is a commercial 3D game SDK from Eclipse Entertainment.
  • Lightmapped perspective texture mapping
  • Animated textures, procedural water textures
  • Translucent textures
  • Texture morphing
  • Dynamic shadows
  • Light diffraction
  • Multiple colored light
  • Fog.
  • Vertex morphing
  • Real time water surface distortion
  • Real time light diffraction
  • Mirrors
  • Integrated rigid body physics simulation support for world objects
  • Hierarchical and seamless, soft-skin polygonal characters
  • Support for 3DS MAX animation files
  • LOD support
  • Area portals allow selective rendering of world geometry
  • Software rasterizer, 3DFX Glide, and D3D support
  • Open scripting API
  • Level editor
  • 3D sound positioning and attenuation
  • Support for network streaming of geometry, animations and textures ( Hollywood 3D )
  • OpenSource distribution
More information, screenshots, the SDK and some demos can be found on Genesis 3D Homepage.

12.04.2000 !3D Morfit 3D Engine SDK 15.01.1999
The !3D Morfit 3D Engine SDK is a free SDK for Windows 95 from Morfit Ltd that allows to build 3D games and applications.
  • Perspective, shaded texture mapping
  • Transparency
  • Lens-Flares
  • Fogging
  • Support for OpenGL, Direct3D and Glide
  • Landscape rendering
  • Mirrors
  • Hierarchical objects
  • Converter for 3D Studio Max 3.1 and Quake MD2
  • Support for Borland C++ and Visual C++ 6
  • World and Terrain builder
More information, screenshots, demos and the SDK can be found on the Morfit Homepage.

10.04.2000 Oxygen3D 20.07.1999
Oxygen3D is a commercial 3D game engine from John van der Burg ( john@mysticgd.com ) of Mystic Game Development.
  • Gouraud shaded, perspective texture mapping
  • Mipmapping
  • Environment mapping, also in combination with normal texture mapping
  • Support hardware acceleration via Direct3D, Glide3 and OpenGL
  • Volumetric fog
  • Sky rendering system using skyboxes and cloud layers
  • Advanced visibility system for indoor and outdoor rendering
  • Realtime softskinning support, with muscles and skinsliding
  • 100% Character Studio(tm) 2.x compatible
  • Advanced character system with smooth blending and motion mixing
  • Realtime dynamic shadows
  • SpecialFX system which currently supports: Smoke / Sparks / FlareLights / Halos / Explosions / Snow / Water Bubbles / Manual effects
  • Lensflares (completely controllable, and with a lot of properties)
  • Basic collision detection
  • Pathfinding system using the ASTAR (A*) Algorithm
  • Antiportals
  • LOD management
  • 3D sound system and WAV/MP3/XM/S3M/MOD support
  • 3D Studio MAX II exporter plugin with full support for keyframing
  • Sprite support for overlay logo's etc
  • Texture caching system
  • Environment editor
  • Time-based keyframing system with full playback control and Linear/Bezier/TCB interpolation
  • Fast terrain rendering system using heightmaps (no size limits)
  • Quake 3 Arena .BSP file support for the indoor environments
  • Ipion Virtual Physics (IVP) system built-in
  • Curved surfaces support with dynamic LOD (dynamic tesselation)
  • Hierarchy support on all world nodes
  • Multiple materials per geom object (multi/sub materials)
  • Written in object oriented C++
More information and screenshots can be found on the Mystic Game Development Homepage

04.04.2000 X3D Engine 04.04.2000
The X3D engine is a commercial 3D engine from 4X Technologies.
  • Multitextured, perspective mapping
  • C++ scene graph API
  • Support for PC 3dcards via DirectX, support for Dreamcast and Playstation 2
  • Animation controllers as in 3DS max
  • High level culling
  • LOD support
  • Portal rendering
  • Collision detection
  • Atmospheric effects
  • Direct 3DS Max export
More information and some demo can be found on the 4X Technologies Homepage.

25.02.2000 TextEngine 25.02.2000
The TextEngine_ is a commercial rendering engine for Direct3D written by David Paull ( david@tanzanite.to ).
  • Highly optimized antialiased text rendering.
  • Kerning, or cell based placement.
  • Colored text, and shading.
  • Real time re-scaling of text.
  • Pop up boxes, and pull down menus.
  • File, and directory display.
  • Text can be mixed with 3d objects.
  • Text can be manipulated using 6DOF.
  • 16, or 24 bit rendering.
  • Written in C, and assembly.
  • DirectX 6.0 or higher.
More information, screenshots and a demo can be found on the Tanzanite Homepage.

08.02.2000 Ram Raider 07.06.1999
Ram Raider is a 3D game engine from Head Tapper Software.
  • Gouraud shaded, perspective texture mapping
  • Coloured dynamic specular lighting
  • Colour key and alpha Transparency
  • Seperate map editor, and map compiler
  • Supports 16bit colours
  • Support for 3D Studio 3DS, Quake 2 MD2 models
  • Collision detection
  • Uses Direct3D Immediate mode - DirectX7
  • Sound using Direct Sound
  • Cell based maps for very large map areas
  • Fogging - depth based, vertex fog
  • Multiplayer mode ( TCP/IP ) using Direct Play, operates in Server / Client mode
  • Keyboard, Joystick, steering wheel and pedals input using Direct Input
  • Written in C++ for Visual C++ 6.0
More information and screenshots can be found on the Ram Raiders Homepage

08.02.2000 LightSpeed 3D 08.02.2000
LightSpeed3D (former Exodus) is a commercial 3D engine for Windows 95/98/2K from Rogueprogramm.
  • Perspective gouraud shaded texture mapping
  • Texture filtering
  • Landscape rendering
  • Underwater lighting effects
  • Lens effect
  • Dynamic Lighting
  • Dynamic Fog
  • Dynamic Shadows
  • Support for 3dfx's Glide, partial support for Microsoft's Direct3d, software rendering using Span Buffering, and OpenGl support
  • DirectSound, Direct 3d sound, Aureal 3d sound, and partial Linux sound support.
  • Support for Win95, Win98, and WinNT and Linux
  • Game editor
  • TCP networking code, supporting UDP and TCP
  • Texture support for Jpeg, FLI, PCX, TGA, BMP
  • Support for WAV, MP3, MIDI sounds
  • Written in C/ASM
More information can be found on the LightSpeed Homepage.

02.02.2000 OpenGL 06.09.1995
OpenGL® is a software interface for applications to generate interactive 2D and 3D computer graphics. OpenGL is designed to be independent of operating system, window system, and hardware operations, and it is supported by many vendors. OpenGL is available on PCs, Macintosh and workstations.
OpenGL provides a wide range of graphics functions: from rendering a simple geometric point, line, or filled polygon, to texture mapping NURBS curved surfaces.
  • Geometric primitives (points, lines, and polygons)
  • Raster primitives (bitmaps and pixel rectangles)
  • RGBA or color index mode
  • Display list or immediate mode
  • Viewing and modeling transformations
  • Hidden Surface Removal (depth buffer)
  • Alpha Blending (transparency)
  • Antialiasing
  • Texture Mapping
  • Atmospheric Effects (fog, smoke, and haze)
  • Polynomial Evaluators (to support Non-uniform rational B-splines)
  • Pixel Operations (storing, transforming, mapping, zooming)
  • Accumulation Buffer
  • Stencil Planes
  • Feedback, Selection, and Picking
  • OpenSource
The OpenGL functions described are provided on every OpenGL implementation to make applications written with OpenGL easily portable between platforms. All licensed OpenGL implementations are required to pass the Conformance Tests, and come from a single specification and language binding document.
More information and the source of the sample implementation can be found on the OpenGL Sample Implementation Homepage.

22.12.1999 Jet 3D 22.12.1999
Jet 3D is a commercial OpenSource 3D graphics engine from Eclipse Entertainment.
  • Lightmapped perspective texture mapping
  • Radiosity lighting
  • Dynamic shadows
  • Dynamic RGB lights
  • Dynamic fog
  • Dynamic mirror
  • Dynamic water effects
  • Animated textures, procedural textures
  • Portal rendering
  • Translucent rendering
  • Spherically mapped sky
  • Seamless soft-skin polygonal characters
  • 3D sound support
  • 3D editor
  • Support for Glide, Direct 3D and software rendering
  • Physics system
  • Network support
  • Collision detection
  • Multiple renders from different cameras can be mixed in a single frame
  • OpenSource distribution
More information, screenshots and the source can be found on the Jet 3D Homepage.

22.12.1999 Power Render 09.09.1996
PR is a high performance 32-bit rendering engine for PC's by Chris Egerter (egerter@egerter.com), the author of the WordUp Graphics Toolkit.
  • Perspective texture mapping with gouraud and phong shading.
  • Environment mapping for all texture rendering modes.
  • Support for hardware bump-mapping
  • Multiple light sources.
  • Real-time shadows
  • 3D Sprites, with smoke, glow, translucency, shading and other lighting effects.
  • 32 bit radix sort with Painter's sorting.
  • Span buffering.
  • Portal engine with realtime rotating mirrors and TV screens.
  • Support for stencil buffer
  • Motion blur and anti-aliasing.
  • Supports linear 320x200x256 (0x13) and all SVGA modes.
  • High Level C API with low level hand optimized assembly.
  • Hierarchical object management with real-time object morphing and bending.
  • Character animation and particle scripting system.
  • Particle systems.
  • Viewport control allows for multiple views and changing the viewport size on the fly.
  • Import for 3D Studio 3DS,Lightwave LWO and LWS files.
  • Keyframe animation playback of both 3DS and Lightwave scenes.
  • Support for 3DS Character Studio.
  • Assign materials and texture data for each individual polygon.
  • MIP-mapping and material changes based on polygon distance.
  • Polytype collision detection.
  • Landscape Studio editor now has support for alpha fogging, sky boxes, and animated character or particle placement.
  • Compiler Support: Watcom C/C++ and MSVC.
  • Uses WGT 5.1/WGT95 for basic graphics functions. Support for DosGlide, DirectDraw software rendering, WinGlide, Direct3D (7.0 ) and OpenGL.
  • Native 3Dfx support through Glide and 3Dfx Voodoo Rush support.
  • 3D MAX glasses support.
More information and a demo on the Power Render Homepage.

29.10.1999 Nectar Engine 11.11.1998
The Nectar Engine is a real-time commercial 3D engine for Windows 95 from Jerome Lanquetot ( jlanquetot@hoplandbros.com).
  • RGB lightmapped, perspective texture mapping
  • Realtime shadow casting ( with shadow volume )
  • Single mesh deformation with skeletton animation, motion capture, motion blending
  • Realtime RGB lighting (Omni, directional )
  • Very efficient visibility determination
  • Advanced quaternion, matrix, spline and vector math libraries
  • Support for LOD models
  • Lens flares and particles system
  • Collision detection system ( sphere, box, faces )
  • Portal and anti-portals rendering
  • Software renderer
    • Support for 16 bit Directdraw
    • Z-sorting and s-buffer rendering
    • Perspective correct texture mapping
    • RGB gouraud
    • RGB fog
    • Sub-pixel /-texel accuracy
    • MIP-mapping
    • Alpha-blending and transparency
  • Volumetric fog
  • Support for Direct3D version 6.1 ( Tnt, Voodoo/Voodoo2 , G200, ATI Rage 128 )
  • Support for 3Dfx Voodoo/Voodoo2
  • Support for OpenGL
  • Very adaptive engine based on drivers, new native api can easily be supported.
  • Import of Kinetix 3DS Max scenes and Newtek Lightwave .lwo object and scene files, Maya scenes ( groups, mesh, cameras, lights,animation, materials )
  • Support for RAR, ARJ, JPG, TGA, PCX, 3DF texture files
  • IE and Netscape 4+ plugin for a use on internet
  • 3DS Max preview plugin
  • Integrated terminal
  • Developped with Visual C++ 6.0
More information, screenshots and a demo can be found on the Nectar Engine Homepage .

28.09.1999 Exodus Engine 08.09.1999
Exodus is a commercial 3D game engine for Windows 95/98 and Macintosh from Video Game Workshop ( insurrect2@aol.com ).
  • Lightmapped perspective texturemapping
  • Skeletal motion system
  • Animated textures
  • Support for OpenGL 1.2(Win, Mac), and DirectX 7.0(Win)
  • Volumetric light and fog
  • B-Spline and skeletal motion system
  • Particle effects
  • Soft-shadows and dynamic shadows
  • Lens flares
  • Dynamic polygonal objects
  • Collision detection
  • Portal rendering
  • Z-Buffer rendering
  • Support for DXF, LWO, 3DS, MD2 object files
  • 3D landscape, room and model editor
  • Underwater Lighting Effects
  • Multiplayer Support for up to 8 players on LAN, TCP/IP, and modem
  • 3D sound support
For more information and licensing visit the Exodus Engine Homepage.

08.08.1999 Adamantium 08.08.1999
Adamantium is a commercial 3D engine for Windows 95 from Revenant.
  • Support for OpenGL
  • Z-Buffer and BSP rendering
  • Collision detection
  • MIP mapping
  • Colored dynamic lights
  • Polygonal objects and 2D sprites
  • Support for Quake 2 scene files
  • Physics system
  • Source code available
More information can be found via the Revenant Homepage

17.07.1999 Open Media Toolkit 17.07.1999
The OMT is an 3D engine and application framework for Mac, PowerPC, Windows 95/NT from Pacific Media WorX.
  • High performance C++ mix-in architecture
  • Perspective, shaded texture mapping
  • Flat and gouraud shading
  • Multiple colored lights
  • Translucidity
  • 3D sprites
  • Three polygon sorting methods and two polygon software rasterizers
  • 2D engine
  • Network support
  • Collision detection
More information and documentation can be found on the Pacific Media WorX Homepage.

12.07.1999 Polyspace 3D 12.07.1999
Polyspace 3D(TM) is a commercial 3D game engine from Maven Studios done by Matthew Huston and other contributers (mhuston@ameritech.net)
  • Lightmapped perspective texturemapping
  • Animated textures, procedural water textures
  • Developed specifically for outdoor environments
  • Translucent texture
  • Fog
  • Day - Night lighting
  • Support for 3D Studio and Direct X (*.x) object files
  • Support for BMP, PCX, JPG, GIF, and more textures
  • Network support
  • Coded in Visual Basic 5 and 6 with help from the Direct X Library (Patrice Scribe) and OGE II (Michael Jennings)
  • Waste Runners, a driving simulator, is being developed on it
For more information and licensing visit Maven Studios.

07.07.1999 MythOS 22.07.1997
MythOS is a (former commercial) OpenSource 3D library from Charybdis Enterprises done by Chuck Walbourn (chuck@charybdis.com).
  • Perspective texture mapping.
  • Gouraud shading.
  • Z-buffer rendering.
  • Hierarchical objects.
  • Support for 8 and 15 bit devices with Windows 95.
  • Support for 3D Studio object files, cameras, lights and materials.
  • Network support.
  • C++ class library.
More information, a demo and the source can be found on the MythOS Homepage.

23.06.1999 ExcalibVR 23.06.1999
ExcalibVR is a commercial 3D API with cross-platform support from Realidad Virtual Ltda (ccorrea@rvltda.com) .
  • Based on OpenGL
  • Object Oriented API written in C++ (Visual C++ 5.0)
  • Optimized Scene Hierarchy
  • Extensible model
  • Cross-platform support (although the actual version only supports Windows)
  • VR devices support
  • File format import options
More information can be found on the ExcalibVR Homepage

28.05.1999 6DX 28.05.1999
6DX is a commercial 3D game engine for Windows from Eldermage Entertainment Inc.
  • Shaded, perspective texture mapping
  • Transparent textures and overlays
  • Hardware acceleration through Direct3D
  • Support for 16 bit / true color rendering
  • Dynamic lighting
  • Particle systems
  • Multiple cloud/fog planes, fogging
  • Coronas/Halos on lights
  • Shadows (like Heretic 2)
  • Available as ActiveX and Delphi VCL
  • Support for Quake scenes and editors
  • Support for polygonal actors (MDL)
More information, screenshots and demos can be found on the Eldermage Homepage

27.05.1999 Architect III 15.07.1996
Architect III (former Geometry Box and even former Model 3DD) is a commercial Real-Time 3D development kit from Geometric Computing ( gb2@geometricom.com ).
  • Lighting system including chromatic or achromatic lights, with Gouraud shading and two-pass lighting (light mapping)
  • Hierarchical, dynamic lighting
  • MIP-mapping
  • Detail pass rendering
  • Support for 3DFX Glide and Microsoft Direct3D (16, 24 and 32-bit)
  • Mirrors
  • Portal culling, view volume culling and hierarchical view volume culling
  • Fogging
  • Hierarchical objects
  • Collision detection
  • Physics system
  • Alpha blending
  • 3D Modeler with splines, csg, lathing, lofting and sweeping
  • Bezier patches and height field support, real-time terrain generation.
  • Texture import (Microsoft .BMP, Targa .TGA, Silicon Graphics .RGB, .RGBA, .INT and .A)
  • Support for MultiGen OpenFlight .FLT, Kinetix .3DS and DirectX .X objects
  • C++ API with documentation, lots of sample code
  • Full c++ source code for renderer supplied (in full version)
More information and screenshots can be found on the Geometry Computing Homepage.

20.05.1999 EasyGen3D 11.08.1998
EasyGen3D is an OpenSource wrapper for the Genesis 3D library from Matthew Ellis ( matt@magmagames.com ).
  • Easy setup of Genesis3D
  • Easy scene setup
  • Support for Gravity, Coronas, Electric bolts and dynamic lighting
  • Texture loading
  • C source for Visual C++ 6.0
More information and the SDK can be found on Genesis 3D Homepage.

22.04.1999 E3d Engine 22.04.1999
The E3d Engine is a commercial 3d engine for Windows from Act 3d Interactive.
  • Perspective lightmapped texture mapping
  • MIP-mapping
  • Gouraud, flat and wireframe
  • Dynamic lighting
  • Hierarchical objects
  • Collision detection
  • Patch/Curved surfaces, Nurbs
  • Z-Buffer rendering
  • Anti-Aliasing
  • Advanced Sparks engine(smoke, flares, water)
  • Complex lensflares(inner glow 2x, central ring, random streaks, starstreaks, lensreflection)
  • Volumetric fog
  • Physical dynamics
  • Support for lightwave meshes and motions
  • Motion capture support
  • Support for DirectInput, DirectSound (3D sound) and Direct3D
  • Optimized for high polygon count rendering
  • Optimized for fast application development
  • Written in Visual C++ 6.0
More information and a demo can be found on the E3d Engine Homepage .

05.02.1999 Game Creation System 05.02.1999
GCS is a commercial 3D system for non-programmers by Pie in the Sky Software.
  • Shaded erspective texture mapping
  • Support for all Direct 3D/Direct X 3D accelerated video cards
  • Use 8,16, 24, or 32 bit color in modes up to 1280x1024
  • Light source effects for incredible graphic
  • DirectSound digitally mixed sound effects
  • Weapons, enemy guys, and basic artwork included
  • Level editor and paint program included
More information and screenshots can be found on the Game Creation System Homepage.

25.01.1999 Nightfall Engine 02.09.1997
The Nightfall Engine (former Altor Engine) is a 3D engine for Macintosh computers by Altor Systems Inc. The development environment is now shipping on CD-ROM with the game Nightfall. It includes:
  • Level editor with example art.
  • Custom cross platform resource builder.
  • Plug-in DLL architecture with source code.
  • Perspective Gouraud shaded texture mapping.
  • MIP-mapping.
  • Volumetric real-time light model.
  • Portal rendering.
  • Dynamic depth cued colored fog and dust.
  • 3D objects which may be imported from 3DMF files.
  • Face on and perspective correct 2D sprites.
  • PowerPC native.
  • Software renderer for 8, 16 and 32 bit color.
  • Dynamic dithering on 8 & 16bit screens.
  • Support for 3D hardware via the Apple RAVE standard.
  • 3D sound.
  • Physics model for collision, gravity, and object stacking.
  • VR hand to select and pick up objects during game play or editing.
  • AI components for motion, sensing, and decision making in C.
  • 2D interface links within the 3D game.
More information and screenshots can be found on the Altor Systems Homepage.

15.01.1999 V3X 23.07.1998
V3X is a commercial 3d game engine from Realtech VR Software. The engine is not available for licensing.
  • Perspective, gouraud/phong shaded texture mapping.
  • Environment mapping.
  • Texture filtering.
  • Hardware 16bit or 32bit Z-Buffer and W-Buffer.
  • Collision detection (sphere, boxes, and mesh).
  • Support for JPEG,IFF,PCX,GIF,BMP,TGA and PNG textures. 4bit, 8bit, 16bit, 32bit and alpha textures.
  • Animated texture maps (.FLC).
  • Transparency (additive, alpha, substractive).
  • Support for DOS, Windows 95 (DirectDraw), MacOs, BeOS, Power Macintosh OS and Sony Playstation.
  • Support for Watcom C/C++, Borland C/C++, DJGPP, Metrowerks Codewarrior (For BeOS and MacOS) and Visual C++.
  • Realtime gravity engine.
  • Multitexturing or multi-pass rendering for phong shading or lightmap.
  • Support for Glide 3.0, Direct 3D 6,S3 Metal, S3 ToolKit and PSX.
  • Support for MMX (32bpp) with software RGB gouraud shading.
  • Portal rendering.
  • RGB or mono multiple omnidirectionnal,spots or direct lights with fog.
  • Pre-lighting with raytrace.
  • 3DS MAX 2.5, 3D Studio 4.0, Lightwave format compatible.
More information, screenshots and a demo can be found via the Realtech VR World Web Site. (Click V3X in the bottom frame)
A new demo will be also available showing all the possibility of the engine. A licensable version will be also available.

15.01.1999 SurRender 01.01.1995
SR is a commercial visualization class library from Hybrit Ltd (surrender@hybrid.org).
  • Open architecture, with source code supplied.
  • Scene graph support.
  • Cross-platform compatibility, fully portable across various operating systems and hardware platforms. Support for proprietary software rendering, Direct3D, OpenGL, 3Dfx Glide, NEC PowerSGL, P3D HAL, Rendition RRedline and Matrox MSI95.
  • Support for Windows 95/98/NT,older ports exist for Linux and Irix.
  • Material support.
  • Multiple light sources with a realistic lighting model.
  • Advanced rendering with automatic multi-pass operation where required.
  • LOD support.
  • Complete hierarchy support for all objects, cameras and lights.
  • MIP-mapping.
  • Various 8/15/16/24/32 bit image formats supported.
  • Easy mesh animation and morphing.
  • Easy bitmap/billboard objects and 3D sprites.
  • Sub-pixel accuracy for texture mapping.
  • Lens-flare, lens reflection, smoke and glow special effects.
  • Z-buffer rendering.
  • Filtering and real-time image post-processing.
  • Motion blur and anti-aliasing.
  • Stereoscopic rendering.
  • Support for 3D Studio .max and Lightwave .lwo objects.
  • Support for multithreading and multiprocessor systems
  • C++ API.
More information, screenshots and a demo can be found on the SurRender Homepage

15.01.1999 Flatland Rover 15.01.1999
Flatland Rover is 3d engine with 3DML (3D Markup Language) support that works as WWW browser plugin (Netscape Navigator, MS Internet Explorer, AOL) from Flatland Online Inc. 3DML is a easy to write 3D description language that support building blocks and animations.
  • Gouraud shaded, perspective texture mapping
  • Bilinear filtering
  • Support for DirectX and PC 3D hardware
  • Support for Windows 95/98/NT
  • 3D audio support ((DirectSound and A3D 2.0)
  • 16bit and 8bit color support
  • BSP sorting
  • Dynamic lighting - moving spotlights, pulse lights, point lights
  • Player gravity
  • Support for GIF, animated GIF, JPEG textures
  • Transparent texture color
  • Translucency
  • Support for TombRaider 3 texture and building blocks
Information, software, tutorials, screenshots, and more can be found at the Flatland Web Site.

13.01.1999 VR-AGE 13.01.1999
VR-AGE is a commercial 3D rendering and sprite engine for Windows / DirectX from Webfoot Technologies.
  • Perspective gouraud shaded texture mapping
  • Transparent/translucent polygons, sprites & particles
  • Animated sprites and textures
  • Particle system
  • Colored lighting effects
  • Depth sorting
  • Polygonal characters
  • Collision detection
  • Lens flares and underwater FX
  • Real-time WYSIWYG Level Editor
  • Sound support
  • Written in C/C++/ASM
More information, demos and screenshots can be found via the Webfoot Technologies Homepage .

13.01.1999 3D-Wage 13.01.1999
3D-Wage is a commercial 3D rendering and sprite engine for Windows / DirectX from Webfoot Technologies.
  • Based on cube rendering
  • Perspective gouraud shaded texture mapping
  • Animated sprites and textures
  • Colored lighting effects
  • Depth sorting
  • Moving cubes and sprite
  • Lifted and non-lifted floors and ceilings
  • Sprite clipping against polygons
  • Collision detection
  • Real-time WYSIWYG Level Editor
  • Sound support
  • Written in C/C++/ASM
More information, demos and screenshots can be found via the Webfoot Technologies Homepage .

11.01.1999 Katharsis 11.01.1999
Katharsis is a commercial 3D engine for Windows 95/NT from Digital Infinity.
  • Support for OpenGL, Direct3D and Glide, support for PC 3D cards
  • Software rendering with bilinear texture filtering.
  • Perspective. lightmapped texture mapping
  • MIP-mapping
  • Sub-pixel / sub-texel accuracy
  • Lightmaps, shadowmaps and opacity maps
  • Lens flares and glow
  • Flat, gouraud, phong and metal shading
  • Multiple dynamic shadows
  • Projected textures
  • Z buffering, Z sorting and visibility lists.
  • Advanced physics system
  • LOD support
  • Programmable behavior control per entity
  • 3D editor with support for Lightwave LWO, 3D Studio 3DS / MAX and Autocad DFX.
  • Written in C++ and Assembler
More information and screenshots can be found on the 3D Engine Homepage .

11.01.1999 TerrEng (Link Problem!) 11.01.1999
TerrEng is a software renderer for fast 3D visualisation form SCS Software.
  • Perspective gouraud shaded texture mapping
  • Triangle subdivision
  • Sub-pixel and sub-texel precision
  • MIP-mapping
  • Mixed span-buffer and z-buffer rendering
  • Internal true color renderer, output to 15/16/24/32 bit depths
  • Distance based fog
  • Transparency, translucency and stipple
  • 3D sprites
  • OpenGL like C API
  • Hand optimized assembly inner loops, MMX optimized paths
More information can be found on the SCS Software Homepage .

18.12.1998 VD/Eclipse 02.09.1997
VD/Eclipse is a commercial Windows 3D graphics engine from Vulpine Design.
  • Front-to-back zero-overdraw BSP-based rendering.
  • PVS system.
  • Lightmapped perspective texture mapping.
  • Bump-mapping.
  • Environment mapping.
  • MIP-mapping.
  • Very fast dynamic multiple-lightsource multiple-object realtime shadowing, combined with light-mapping. Shadows from multiple lightsources are additive. Shadowing is completely accurate.
  • Radiosity lightmap calculations.
  • Infinite moving dynamic-intensity lightsources.
  • Real, arbitrary-sized and -shaped mirrors and glass.
  • Colored ambient/point/directed/spot lightsources.
  • Projected Lights - for effects like 35mm slides.
  • Specularity Mapping
  • Color key transparency and alpha/stipple translucency.
  • Material support and specular highlights.
  • Lens Flares and coronas around bright lightsources
  • Advanced Particle System, including support for opaque/alpha/shaded particles
  • Volumetric Lighting/Localized fog - even dynamic, with any color you want, and dynamic density.
  • Sky effects, both spherical and planar.
  • Water effect.
  • Hierarchical collision detection/prediction routines.
  • Tools for conversion of MAP, BSP, MDL, ASC objects/3d worlds.
  • Interpolated keyframed vector object animations and morphing, including a convenient animation system.
  • Virtually unlimited rendering resolution.
  • Supports n-edged polygons, sprites and pixels as drawing primitives.
  • Support for PC 3D cards via OpenGL.
  • 8bpp and 16bpp Renderers in Software, 16bpp/24bpp/32bpp in Hardware.
  • Sophisticated, well-designed Game Development System with C++ API.
More information, screenshots and a demo can be found on the Vulpine Design Homepage.

11.11.1998 Kick Engine 11.11.1998
The Kick Engine is a commercial real-time 3D engine for Windows 95 from Kick Engine.
  • Support for OpenGL and DirectX 6, support for PC 3D cards.
  • Perspective. lightmapped texture mapping
  • Dynamic lightmaps with specular lighting
  • Dynamic shadows
  • Volumetric fog and water.
  • Liquid rendering with underwater caustics
  • Detail mapping
  • Movie textures
  • View-volume HSR
  • Coronas on lights
  • Adaptive portal system
  • Optimized for 3dNow
  • Advanced 2-way texture system designed for AGP 2X
More information, screenshots and a demo can be found on the Kick Engine Homepage .

27.10.1998 Duality Engine 27.10.1998
The Duality Engine is a commercial 3D game engine for PCs and Macintosh from Double Aught, Inc.
  • Perspective, lightmapped texture mapping
  • 16-bit colored lightmaps
  • Portal rendering
  • BSP rendering
  • Dynamic lighting
  • Dynamic texture maps
  • Translucency
  • 3D sound.
  • Multiplayer and network support.
  • RAVE and Glide hardware support
  • Advanced scripts.
More information and screenshots can be found on the Duality Homepage .

27.10.1998 VisKit 27.10.1998
VisKit is a commercial real-time 3D scene graph rendering engine for Windows from Paradigm Entertainment.
  • Layered on top of OpenGL
  • Perspective texture mapping
  • Lightmap rendering
  • Texture filtering
  • Mip mapping.
  • Hierarchical state management
  • Intersection tests
  • Particle systems
  • Multiple cameras
  • Primitive objects
  • 3D positional audio layered on DirectSound.
  • 3D Studio import
  • Collision detection
  • C++ API.
  • Support for Multithreading
  • Support for Windows 95/98 and NT 4.0
  • Support for PC 3D cards
More information, screenshots and a demo can be found on the VisKit Homepage .

05.10.1998 3D Graphics Engine 12.02.1998
3DGE is a commercial 3D API for PCs from Twilight 3D.
  • Perspective correct texture mapping.
  • Sub-pixel/-texel accurate scan conversions.
  • MIP-mapped or Tri-linear texture filtering
  • Point sampled or bilinear texel reads.
  • Dual texturing with configurable and versatile txcombine modes.
  • Alpha-blending and transparency.
  • Z Buffering, z-sorting and s-buffer rendering.
  • Monochromatic and RGB light sources (dynamic).
  • Fog and specularity.
  • Geometric 3D clipping.
  • Advanced quaternion, matrix, spline and vector math libraries.
  • Lense flares and particle systems.
  • Support for VGA and DirectDraw support.
  • Support for 3Dfx Voodoo/Rush, Direct 3D and OpenGL drivers plus highly optimized native software fillers.
  • Support for Playstation (console).
  • Native Newtek Lightwave and Autodesk 3D Studio .3DS and native 3DS MAX import.
  • Support for JPG, PNG, TGA, BMP, PCX, GIF and PPM, IFF LBM, XBM texture files.
  • C++ API.
More information and screenshots can be found on the 3D Graphics Engine Homepage.

03.09.1998 SKOUT Engine 03.09.1998
The SKOUT engine is a commercial 3D engine for Windows from Soft Enterprises (mh@soft-enterprises.com). It will be available for licensing for third parties.
  • Colored dynamic lightmaps.
  • Mip mapping.
  • Transparency (additive, multiplicative).
  • Portal based thus allowing mirrors and other special effects ( mirrors not implemented yet).
  • Volumetric effects like fogging and heat haze.
  • Physics model with collision detection etc.
  • Hardware accelerated Direct3D only.
  • Support for Lightwave objects, scenes and animations.
  • Animated textures.
  • Procedural textures.
  • Particle effects.
  • LOD support.
  • Multiplayer support.
  • Fully script driven using a C++ like object oriented script language.
More information, screenshots and a very early demo can be found at the SKOUT Engine Homepage.

07.08.1998 Direct3D 29.10.1996
D3D is part of Microsofts DirectX Programming API (DirectDraw, DirectSound, DirectPlay, Direct3D, DirectInput).
  • Windows 95 / NT support.
  • Support for PC 3D cards, software emulation for PCs without 3D card.
  • Gouraud shaded, perspective and linear texure mapping.
  • Bump mapping.
  • Multiple texture mapping, lightmapping.
  • Depth cueing, fogging.
  • Multiple, movable, colored light sources.
  • Spot, point, ambient, and directional light sources.
  • Ramp and true color red, green, and blue (RGB) model.
  • Color depths of 8, 16, 24, or 32 bits.
  • Dithering.
  • Vertex colors.
  • Multiple viewports, devices, and cameras.
  • Materials support.
  • Bilinear, trilinear, anisotropic, MIP-mapped texture filtering.
  • Full transparency, including alpha maps for texture.
  • Environment (reflection) and motion video mapping.
  • Texture compression.
  • Real-time object deformation.
  • Animated backgrounds with optional depth information.
  • Full picking support for user interaction.
  • Optional z-buffer rendering.
  • Lens-Flares.
  • 2D sprites.
  • Projected shadows in retained mode.
  • Complex-spline interpolated motion in retained mode.
  • High-level API for manipulating 3D objects and managing 3D scenes.
  • Low-level API with direct access to features of 3D hardware in a device-independent manner.
  • Support for 3D sound.
  • Support for Microsoft Visual C++ and Watcom C/C++.
You find lot more information, sample code and the DirectX 6 SDK (91 MB!) and enduser packages (4 MB) on the Microsoft DirectX Homepage.

22.07.1998 RealiMation 22.07.1998
RealiMation is a commercial real-time 3D scene management and rendering API, developed by Datapath Ltd.
  • Supported platforms: Intel based PC (Windows 95, 98, NT), DEC Alpha based PC (Windows NT) and Silicon Graphics.
  • Drivers for Direct3D v5, OpenGL, RenderWare, 3dfx Glide for Voodoo & Voodoo2, 3DLabs GLINT based cards, Real3D Pro1000.
  • Integrated Space Time Editor for scene preparation, optimisation, and application debugging
  • Scene optimisation tools (polygon reduction, scene restructuring etc.)
  • Z buffer support.
  • Standard texture features such as trilinear mip mapping, bilinear, perspective correct
  • Advanced texture features such as image blending, detail textures, illumination maps, alpha maps.
  • Live video texturing on any 3D surface
  • Instancing support.
  • Unlimited Level of Detail by area and by distance.
  • Automatic motions.
  • Collision detection.
  • Raytesting.
  • Terrain following.
  • Plugins for 3D Studio Max 1 & 2, SoftImage, MicroStation, AutoCad.
  • Import OpenFlight, DXF, 3D Studio, VRML1 & 2.
  • Multi screen/channel output.
  • Remote rendering across a TCP/IP network.
  • Full read/write access to scene graph from API
  • SDK includes Debugging libraries, Automatic Application Wizards, memory leak tools.
More information, screenshots and a browser plugin can be found on the RealiMation Homepage.

21.07.1998 Magician 12.03.1998
Magician is a commercial set of Java classes from Arcane Technologies Ltd. that implement a Java interface to OpenGL
  • Support for all OpenGL 1.1 GL and GLU calls. Many features of Aux and GLUT have also been translated to work within a Java environment
  • Built-in, easy-to-use multiple simultaneous view support.
  • Multi-threaded rendering.
  • Support for direct OpenGL calls or polymorphic methods.
  • Built-in OpenGL tracing and profiling support that is runtime switchable.
  • Native library (that interfaces the OpenGL-driver) available for Linux, Sgi, Windows 95/NT, Solaris and AIX.
  • Support for the Apple Macintosh, BeOS and OS/2 is currently undergoing testing.
  • Over 70 demos available with full source code.
  • Free runtime license, commercial runtime licens available.
Free evaluation downloads are available. Personal and commercial runtime and source licences are available for purchasing.

More information, screenshots, demos and the libraries can be found on the Magician Homepage.

08.06.1998 HAWK 12.03.1998
The HAWK game engine is a Windows 95/NT 4.0 library from Hawk Software.
  • Support for OpenGL and Mesa.
  • Perspective, lightmapped texture mapping.
  • Multipass colored dynamic lighting.
  • Fullscreen color blending effect.
  • Translucent textures.
  • MIP-mapping.
  • Visibility lists.
  • Z-buffer rendering.
  • Multiple views.
  • Frustum culling.
  • Collision detection.
  • Sprite objects.
  • Particle system for explosions, smoke trains etc.
  • Support for Quake2 level files.
  • Support for 3D Studio 3DS and Alias files.
  • OpenGL rendered mouse pointer.
  • Library or DLL interface.
More information, screenshots and a demo can be found on the HAWK Homepage.

08.06.1998 3D Game Machine 01.01.1995
3DGM is a professional 3D game development framework for Windows 95/NT and MacOS from Virtually Unlimited Corporation that aims to reduce time-to-market.
  • Easy to use, high-level API.
  • Fast free-form texture mapping with MIP-mapping.
  • Smooth shading and alpha blending.
  • Multiple directional, positional and cut-off, colored light sources.
  • Polygon-precise collision detection.
  • Convex/cave polygons with unlimited number of vertices.
  • 3D sprites.
  • Color fog and haze simulation.
  • Material and light properties.
  • Explosion simulation.
  • Very large world management.
  • World/level editor.
  • Support for 3D Studio 3DS, 3D Studio MAX, AutoCad DFX, Mac 3DMF and MiniCad scene files.
  • Fast rendering on 486, Pentium, 680x0 and PowerPC. Support for PC 3D cards (Glide and Direct3D)
Demos and more information can be found on the Virtually Unlimited Homepage .

06.05.1998 LithTech 03.11.1997
The LT (former DirectEngine) is a commercial game development tool for Windows 95 developed from Monolith Productions.
  • Support for Direct3D, own renderer or 3DFX/Glide.
  • Dynamic colored lighting.
  • Lightmap rendering.
  • 3D sprites.
  • Hierarchical key-framed animation (with interpolation).
  • Translucency/transparency for water/glass effects.
  • Level of Detail support.
  • Particle systems.
  • Customizable physics.
  • Real-time shadows.
  • Multi-server networking
More information, screenshots, a demo and licensing information can be found on the LithTech Homepage.

19.03.1998 Amp Game Development System 13.05.1997
The AGDS (formerly Diamond 3D Game Development System) is a complete game development system for Windows 95 from Slam Software.
  • Perspective shaded, texture mapping.
  • BSP rendering.
  • Gouraud shaded, hierarchical 3D characters.
  • Realistic light sourcing with shadows.
  • Movable Mirrors.
  • 3D editor.
  • Collision detection.
  • Physics model / Particle Model.
  • Advanced animation system with animation blending
  • Direct-Sound based audio system.
  • Client/Server game architecture
  • 8 bit color support, variable resolution.
  • Coming Soon: Multiplayer support and 3DFx Acceleration.
More information, screenshots and a demo can be found on the Slam Software Homepage.

17.03.1998 Terra 17.03.1998
Terra is a commercial 3D terrain visualization engine for Windows 95 by Skyline Software Systems LTD.
  • Support for Direct3D.
  • Realistically simulates weather phenomena such as clouds and fog.
  • Perspective texture-mapping with alpha blending and fog.
  • Static and dynamic 3D & 2D hierarchical objects.
  • Multi-resolution meshes.
  • Mesh animation.
  • Real-time fractal interpolation and texture merging.
  • Support for DFX and X objects.
  • Optional terrain builder.
  • C API interface.
  • Access to the terrain z-buffer and ground height values.
More information and screenshots can be found on the Terra Homepage

04.03.1998 NetImmerse 21.07.1997
NetImmerse is a commercial object oriented Game Engine for PCs from Numerical Design, Ltd. (NDL).
  • Full C++ Source Code, no royalties.
  • Drivers for Direct3D Immediate Mode, OpenGL and Glide
  • Level of Detail (LOD) management.
  • Portals Module
  • Continuous LOD Terrain Module
  • Support for BSP and ZBuffer rendering.
  • RSX based spatialized 3D sound support
  • Collision detection (Oriented Bounding Box technology)
  • Support for 3D Studio MAX R2 (Integrated MAX Plugin support for animation, paths and particles) and 3DS, Multigen OpenFlight, and VRML 1.0.
NetImmerse is currently being used for upcoming games from Broderbund Red Orb Entertainment, FASA Interactive, Greystone and Media Station.
More information, screenshots and a demo can be found on the NetImmerse Homepage.

04.03.1998 PGS 04.03.1998
PGS is a commercial set of libraries for building 3D CAD applications and rendering 3D CAD models from Geometric Technology Systems.
  • Wireframe, graphical HLR (hidden line removal), HLR with ghosting (hidden lines rendered in alternate color), mixed mode ( shading with edges), flat shading and gouraud shading.
  • Perspective texture mapping.
  • Direct support for NURB curves and surfaces.
  • Z-Buffer rendering.
  • Transparency
  • Full support for sectioning: section outlining and fill, different types of rendering on opposite sides of section plane, section plan view.
  • Real time re-tessellation of surfaces to screen resolution (when used with GTS Tessellation library).
  • Direct support for picking.
  • Optimized for large CAD models and triangle sets.
  • Support for IGES (2D and 3D geometry), STL, VRML, HPGL, CGM, TIFF, TARGA, GIF, PNG, and JPEG.
  • Dynamically switchable driver architecture.
  • Support for Windows 95 / NT and UNIX (Sun, SGI, HP, IBM and Linux).
More information and contact information can be found on the Geometric Technology Systems Homepage.

13.02.1998 UltraFish 3D Engine 13.02.1998
The UltraFish 3D Engine is a commercial 3D game engine for Windows 95/NT from UltraFish Incorporated.
  • Lightmapped, perspective correct texture mapping.
  • Dynamic colored light sources.
  • Portals and display lists.
  • Advance character animation.
  • Support for 3D Studio MAX models.
  • Game editor toolkit.
  • Fully DirectX compatible, support for Direct3D hardware acceleration and own custom software renderer for non-accelerated machines.
More information, screenshots and a demo can be found on the Ultrafish Homepage.

12.02.1998 Torch 12.02.1998
Torch is a commercial 3D engine for Windows 95/NT from Newfire.
  • Lightmapped, perspective correct texture mapping.
  • Z-Buffer and bsp support.
  • Level of Detail (LOD) management.
  • Arbitrary texture map sizes.
  • Support for JPEG, PNG and GIF texture files.
  • Texture and geometry cache.
  • Texture transparency.
  • MIP-mapping.
  • Fogging and depth cueing.
  • Pre-computed lighting with soft-edge shadows.
  • Dynamic lighting on non-textured objects.
  • Collision detection.
  • Support for VRML 2.0.
  • Support for Direct3D, OpenGL and 3Dfx Glide and software rendering.
  • Multichannel sound and and stereo midi support.
  • C and Java API, JavaScript support in WWW browser.
  • Standalone and WWW browser plugin.
  • Development Environment for Torch is called Catalyst.
More information, screenshots and the browser plugin (for software developers only) can be found on the Newfire Homepage.

12.02.1998 Oden3D 12.02.1998
Oden3D is object-oriented C++ 3D game engine for Windows 95 / NT platforms from Novel Productions. Oden3D provides (when finished):
  • Perspective, gouraud shaded texture mapping.
  • Hierarchical scene graph databases
  • Keyframed animations
  • Effiecient visible object culling through OBB or BSP trees
  • Portal rendering
  • Multiple instancing of objects and hierarchies
  • Multiple cameras and lightsources
  • Dynamic collision detection
  • Support for Direct3D and OpenGL
  • Dynamic lighting and fogging
  • Level-of-detail representation
  • Particle system
  • Landscape renderer
  • Support for 3D Studio 3DS scene and animation files
  • Networksupport
  • C++ object-oriented extendable API
  • 3D hardware accelleration through Direct3D.
For more information send an email to astaroth@mail.databasen.se.

27.10.1997 XGL 21.05.1996
The Solaris XGL Graphics Library is a mature graphics interface, providing foundation-level geometry graphics support for Solaris-based applications from Sun Microsystems.
The XGL Graphics Library is both an Application Program Interface (API) and a geometry foundation library and is just one part of the powerful graphics environment provided as standard with the SUN Solaris 2.x operating system.
  • Shaded, perspective texture mapping.
  • Transparency.
  • Accumulation buffer.
  • Antialiasing.
  • Nurbs, meshes, polygons, triangle lists, lines.
  • Dynamic loadable devices, hardware acelleration.
  • Support for SPARC and x86 microprocessor architectures.
  • C++ API.
More information on the XGL Homepage.

13.10.1997 Tekktonic Game Engine 13.10.1997
The TGE is a commercial Windows 95 engine by the Reakktor Media Group.
  • Perspective, shaded texture-mapping.
  • Independent lighting levels for each polygon.
  • Portal rendering.
  • Depth shading, fogging.
  • Realtime lighting fx.
  • Hierarchical polygon characters.
  • Collision detection.
  • Support for DirectX.
  • 3D sound system.
  • Multiplayer support.
  • Optimized for Intel Pentium.
  • Windows 95 editor.
This engine will be used to create the indoor part of the game Typherra which will be released early 1998. The Tekktonic Game Engine will be available for Sublicensing after Typherra has been finished.
More information and screenshots can be found on the Typherra Homepage.

08.09.1997 Lost Shadows 21.07.1997
LS is a commercial 3D game engine from Lost Boys Interactive done by Jacco Bikker (Jacco@LostCity.nl) and Jurgen Kluft ( Jurgen@LostCity.nl ).
  • Support for Windows 95 and hardware accelerators.
  • Perspective correct texture mapping.
  • Transparent textures.
  • Bump mapping and phong shading.
  • Portal rendering and dynamic level structure.
  • Real-time dynamic shadows cast by dynamic lights.
  • Mirrors.
  • 16 bit gouraud shading.
  • Multiple, dynamic spotlights with accurate shadows.
  • Lens-flares.
  • Hierarchical 3D objects.
  • Hi-color rendering.
More information, screenshots and a interactive demo can be found on the Lost Boys VR-Section.

16.06.1997 Engine Zero 16.06.1997
EZ is a commercial 3D engine for PCs from Engine Studio.
  • Perspective texture mapping.
  • Flat shading using surface cache.
  • Animated textures.
  • Depth cueing and fogging.
  • BSP rendering.
  • SVGA support.
  • Script based behavior model.
  • Collision detection.
  • Sprites.
  • Network support, client/server system.
  • Sound support.
  • BSP compiler with support for 3D Studio 3DS import.
More information and a demo can be found on the Engine Zero Homepage.

09.06.1997 J3D SpaceCrafter 09.06.1997
J3D SpaceCrafter is a high level 3D Graphics and Virtual Reality API for Java from InWorld VR, Inc.
  • Shaded, perspective texture mapping.
  • Tested on Intel, Macintosh, Solaris, Javastation, JavaOS and SGI.
  • Hierarchical objects.
  • ZSorting and z-buffer.
  • Collision detection.
  • Multiple 3D clipping choices.
  • 3D sprites.
  • Standard 3D objects.
  • Built in terrain generation and terrain following functions.
  • Support for 8 bit indexed and 24 bit color modes.
  • Java API.
More information and screenshots can be found on the J3D SpaceCrafter Homepage .


05.06.1997 SimStudio 05.06.1997
SimStudio is a commercial 3D simulation environment by NDimension Simulations Pty Ltd.
  • Perspective texture mapping.
  • Support for DirectX and PC3D cards under Windows 95 and NT.
  • Hierarchical objects.
  • Behavior simulation.
  • Collision detection.
  • Support for 3D Studio 3DS, 3D Studio MAX and MultiGen OpenFlight scene files.
  • C++ API.
More information and screenshots can be found on the NDimension Homepage.

06.05.1997 World Toolkit 01.01.1995
WTK is a commercial, portable, cross-platform software development system for building high-performance, real-time, integrated 3D applications for scientific and commercial use from Sense 8 Corporation.
  • Shaded, perspective texture mapping.
  • Z-buffer rendering.
  • Multiple viewport and lightsources, 3D paths, portals, 2D texts and shapes, object animations.
  • Supports user-defined drawing routines
  • Multi-processing/multi-pipeline support
  • Support for Windows 95 (Direct 3D), Windows NT (OpenGL), Sun, Silicon Graphics, Evans & Sutherland Freedom Series, Hewlett-Packard, and DEC.
  • High level scene management such as hierarchical object culling, efficient use of transform information and level-of-detail switching.
  • Support for many I/O devices like HMDs, shutter glasses, 3D trackers, gloves and 3D audio systems.
  • Support for VRML, 3D Studio, Pro Engineer, Multigen and Wavefront files.
  • Network support.
  • C/C++ API.
  • Sense 8 also provides a 3D Editor (World Up) based on WTK.
More information on the Sense 8.

30.04.1997 MindRender 26.02.1996
BR is a high performance programmer's API for PCs from Themekit Ltd.
  • DOS and Windows 95 support (planned).
  • SVGA support.
  • Support for 3D input and output devices, like gloves and HMDs.
  • Z-buffer rendering.
  • BSP support.
  • Stereo rendering.
  • Perspective texture mapping.
  • Wireframe/solid, gouraud shading and optional phong highlights.
  • Transparent and shaded textures.
  • Light and shadow mapping.
  • Unlimited number of colored lights. Spot, point and directional lights.
  • Movable lightsources, dynamic light parameters, distance cueing, fogging.
  • Pre-Rendering of static scenes.
  • Collision detection.
  • Keyframe animation, morphing.
  • Sound support.
  • API interface to high- and low-level routines.
More information and a demo is available on the ThemeKit Homepage.

15.04.1997 TAG 01.10.1996
The TAG (TBA Advanced Graphics engine) is a commercial 3D engine for the Acorn Archimedes from TBA software (tba@tbalond.demon.co.uk).
  • Gouraud shaded, perspective texture mapping.
  • 2D sprites.
  • Sound and music support.
  • Collision detection.
  • 3D editor.
  • Multiplayer support.
  • 'Virtual machine' for running compiled P-code linked to each object .
More information can be found on the TBA Software Index Homepage. There was also a news from TBA Software in rec.games.programmer that contained a perspective texture mapping scanliner using the TAG library.

08.04.1997 TGMP V2 08.04.1997
TGMP V2 is a commercial real-time rendering system for PCs written in Delphi 2.0 from Graphical Magick Productions Ltd, written by Peter Dove (peterd@graphicalmagick.com).
  • Shaded linear texture mapping.
  • Gouraud and flat shading, wireframe and point rendering.
  • Z-buffer rendering.
  • Uses DirectX 3 for rendering.
  • BMP and PPM texture file support.
  • Cylindrical and spherical texture wrapping.
  • Loads DirectX X format, convertor available for 3DS to X .
  • Written in Object Pascal / Delphi 2 (also the api).
More information and a demo can be found on the TGMP V2 Homepage.

07.04.1997 QuickDraw 3D 01.01.1995
QD3D is a cross-platform application program interface (API) for creating and rendering real-time, workstation-class 3D graphics from Apple.
  • Support for hardware acceleration boards.
  • 3DMF meta file format, with free available parser.
  • Support for Level of Detail switching.
  • Plug-in renders.
  • Support for Power Macintosh hardware and Windows 95/NT on Pentium PCs.
More info and a demo can be found on the Quickdraw 3D Homepage.

17.03.1997 ZEUS (Link Problems!) 11.11.1996
ZEUS is a PC 3D commercial game engine by BRAINSTORM ( brainstorm@ndirect.co.uk).
  • Gouraud-shaded perspective texture mapping.
  • MIP-mapping and MIP-texture calculation routines.
  • Multiple levels of semi transparency.
  • Wireframe and flatshading.
  • RGB and RAMP color models, 8 and 16 bit colors.
  • Multiple colored light sources.
  • Z clipping , back face culling and polygon sub-division routines.
  • Depth cueing and fogging.
  • Multiple level parallaxing routines.
  • Supports fast spherical blitting (Special sphere primitives that render just as fast as a polygon primitive)
  • Collision detection.
  • Direct 3d studio 3DS file support.
  • LBM/GIF support.
  • Watcom C, hand optimized for Pentium.
  • SVGA (VESA 2.0) support, Windows 95 Direct Draw Primitive version.
  • Map editor and palette remapper utility.
  • Low level access to primitives.
  • Cross compatible with Playstation low level libraries allowing games to be converted in virtually no time at all.
  • High level API, including a system for creating orbital planetery systems.
  • GUI which supports many comman features such as windows, dlg boxes, requesters, list boxes etc.
  • 8/16 bit MONO/STERO 64 channel DMA support (for in game sound fx).
  • MIDI music support (for background music).
  • Multiplayer IPX networking support.
  • In development: full 3D game editor for worlds, characters etc.
More information and a demo can be found on the BRAINSTORM - ZEUS Homepage.

29.11.1996 UVision 22.05.1996
UVision is a commercial 3D engine from Utopia Technologies.
  • Six degrees of freedom.
  • Fast Phong shaded, perspective texture mapped polygons.
  • Multiple, movable cameras and view ports.
  • Multiple, realtime movable light sources (point and spotlight).
  • Support for multiple resolutions and color depth up to 65,536 colors .
  • Surface attributes - sticky, slippery, bouncy, surface forces +++ .
  • Colored light sources.
  • Chrome mapping.
  • Realtime shadows (coming very soon) .
  • Polyon features: animated textures, screendoor opacity, edge smoothing, MIP-mapping, bump mapping, z-buffering, gouraud and fast phong shading.
  • Advanced forward kinematics simulation of rigid body motion/dynamically customizable environment (gravity, wind, air/surface friction).
  • Analytic collision detection and resolution with dynamic environment.
  • Realtime dynamic constraint solver.
  • Multi-joint inverse kinematic simulation .
  • Hierarchical, linked models .
  • 3D model scaling and deformation effects.
  • Multiple instancing of objects and hierarchies .
  • Fog/darkness depth cuing.
  • Support for Stereoscopic capability.
  • Networking features (coming soon).
  • 3D sound effects.
  • Weather effects.
  • SVGA (VESA) linear framebuffer support for the PC and soon support for the Playstation.
  • High-color rendering.
  • Support for graphics accelerator cards.
More information on the Utopia Technologies Homepage.

19.11.1996 Cancun 15.07.1996
Cancun is a commercial 3D engine from Michael Case (mcase@digitald.com), Digital Dialect.
  • Perspective texture mapping with gouraud shading.
  • Sloping walls, full 6-degrees of freedom.
  • MIP-mapping.
  • Polygonal objects.
  • Direct3D support, Windows 95/NT.
  • Environment building tool.
  • 3DS scene and animation support.
More information and a demo on the Digit Dialect Homepage.

05.11.1996 Reality Lab 01.01.1995
RL is a commercial 3D library by Microsoft RenderMorphics. The version 2.0 has the following features:
  • Wire Frame, Flat, Gourad and Phong shading models.
  • Perspective corrected texture mapping in any shading model.
  • Environment and motion video mapping.
  • Full transparency, including alpha maps for textures.
  • Z-buffering.
  • Animated backgrounds with optional depth information.
  • Multiple, movable, coloured lightsources.
  • 4, 8, 16, 24 bit colour depths in both ramp and RGB modes.
  • SVGA and Windows 3.1/95/NT, X11-Windows on RS6000/SunSparc/SGI, System7 on Mac and PowerMac (both planned, no port yet), Sony PSX support.
  • Multiple instancing of objects and hierarchies.
  • Multiple viewports, devices and cameras.
  • Bezier patches with subdivision on the fly.
  • Depth cueing with atmospheric effects (e.g. fog, haze).
  • Projected shadows.
  • Stereoscopic capability.
  • Free form deformation toolkit.
  • Complex spline interpolated motion.
  • Collision detection toolkit.
  • Immediate mode allows low-level control over polygon lighting and rendering through direct access to vertices and normals.
  • 70 pages documentation
  • C-based API.
  • Supports hardware accelerators like GLiNT, Matrox MGA Impression and 3D device standards like Intel 3DR, Microsoft 3DDDI.
Contact: Servan@Render.com (Servan Keondjian) or morph@microsoft.com.
The old RealityLab Homepage is currently not available - i already did a search on AltaVista and at MicroSoft to find a new homepage - there are recent microsoft products that use the RealityLab engine, but no reference to the engine itself.
There is a free Windows 3.1/95/NT VRML viewer from InterVista Software Inc, using the RealityLab libraries available at the WorldView Homepage.
Information about WIRL (another Windows 3.1/95/NT VRML viewer that combines the VR capabilties of the VREAM package with the Reality Lab rendering engine) is available via the VREAM Homepage.

28.10.1996 3DR 01.01.1995
3DR is Intel's scalable, real-time 3D graphics library which has been optimized for the Pentium(R) processor.
  • Up to 16 light sources.
  • Texture mapping, environment mapping, modulated textures.
  • Sprites and bitmaps.
  • Atmospheric effects.
  • Optional z-buffering, antialiasing, transparency, alpha blending.
  • Windows 3.1, Windows 95 and Windows NT support.
  • Free of charge, no royalty fee.
Intel announced on the 23 october 1996, that 3DR is no longer supported.

20.08.1996 PSpace 20.08.1996
Possibility Space is a complete development system for real-time 3D rendering by Non-Linear Arts (webmaster@nlarts.com).
  • Support for DOS and Windows (using WinG).
  • Perspective texture mapping.
  • Material textures may contain transparent areas and be of arbitrary size.
  • Gouraud shading.
  • Integrated collision detection supports variable collision proximity.
  • Multiple object instancing.
  • Hierarchical models.
  • 3DS converter for objects and materials.
  • Full 32-bit code.
More information and demos is available on the Non-Linear Arts Homepage.

25.07.1996 3d Graphic Tools 25.07.1996
3DGT is a graphics software developer's tool for the Microsoft Visual Basic and Visual C++ environments from Micro System Options ( moptions@concentric.net ).
  • Windows 95 / NT and 3.1 support.
  • Procedural textures and picture mapping.
  • Z-buffer and painters sorting.
  • Sophisticated lighting using multiple, movable color light sources with optional ambient light, depth cueing and special effects.
  • Flat and Phong shading.
  • Flexible, color, translucency and other object level attributes for control of objects'appearance.
  • 3d point, line, wireframe drawing and clipping.
  • Edge anti-aliasing and image post processing .
  • Extruded, rotated, swept, lofted, spline and arbitrary curves and surfaces.
  • Object generators (cube, cylinder, sphere, etc.)
  • DFX, STL and 3GT file format support.
  • The Windows C/C++ versions include complete source code.
More information on the Micro System Options Homepage .

15.07.1996 3D Landscape Engine (Link Problems!) 15.07.1996
The 3DLE is a a commercial 3D engine from Surreal Entertainment Software (sdenman@cs.washington.edu).
  • Texture mapping, gouraud shading.
  • Sprites.
  • SVGA support.
  • Engine allows morhing landscapes.
  • No depthcueing or fogging.
  • No backdrops.
Some more information and pictures can be found on the Surreal 3D Landscape Engine Homepage.

22.05.1996 OpenGVS 22.05.1996
OpenGVS is a high-level, applications programming interface (API) for professional, real-time, computer graphics software developers from Gemini Technology Corportation.
  • Support for OpenGL and Direct3D.
  • Hardware support for SGI, 3Dfx Voodoo Graphics, Intergraph's TDZ, 3DLabs GLINT, Lockheed-Martin's Real3D and DEC/E&S Freedom.
  • Texture mapping.
  • Fog model for atmospheric special effects.
  • Collision detection.
  • Hierarchical objects.
  • Import models from MultiGen, GameGen, Wavefront and others.
More information on the Gemini Technology Homepage.

22.05.1996 BRender 01.01.1995
BRender (Blazing Render) is a complete system with an applications interface, graphics libraries and device drivers by Argonaut Software.
  • Z-buffer and scanline renderer
  • Hierarchical, linked objects
  • Gouraud shading
  • Multiple cameras and lightsources
  • Collision detection
  • Sprite scaling and deformation effects
  • 486PC, Apple Mac/PowerMac, OS/2, Windows could very easily be ported to the 3d0, Saturn, FM Towns or Jaguar
  • BRender is a 32 bit library, there are versions for Watcom or MS Visual C.
  • Supports hardware accelerators like GLiNT
  • Planed: fog-effects, depth-cueing, anti-aliasing, and covered light-sources such as spot-lights
  • 140 pages documentation.
  • Non-commercial evaluation kit may be available if one asks via email.
Contact: Argonaut Software (paul@argonaut.com, rich@argonaut.com)
Information about BRender as taken from news and emails.
Move information and demos on the Brender Homepage .

18.01.1996 RenderWare 01.01.1995
RW is a portable 3D API for DOS, Windows, Mac and X11-Windows by Criterion Software Ltd.
  • Z-buffer and scanline renderer
  • Multiple colored lightsources (distant, point and spot lights)
  • Multiple cameras.
  • Gouraud lighted, dithered, transparent, perspective texturemapping.
  • Animated textures and environment mapping.
  • Object picking.
  • Materials support.
  • 3D sprites.
  • Backdrop images.
  • Depth cueing.
  • Support for graphics accelerator cards like the GLINT chip.
  • Support for stereo glasses and headsets.
  • DFX, 3DS and VRML converters.
  • 900 pages documentation
More info on the Criterion Software Ltd Homepage.
RenderWare FTP Some RW-Demos: ftp.cs.tu-berlin.de
A demo of Meme (Multitasking Extensible Messaging Environment) that uses the RenderWare API is available via the Immersive Systems Homepage.

11.12.1995 3D Explorer 06.11.1995
The 3DE is a virtual reality CAD viewer for Windows from Third Dimension Software Ltd (webmaster@third.demon.co.uk).
  • Windows NT / 3.1 / 95 support.
  • Reads DXF and VRML files.
  • Materials, textures and lights can be changed in realtime.
  • Based on RenderWare, but using an own interfacing layer - the 3D API can be changed if a better/faster 3D API is available.
  • Perspective, flat shaded texture mapping.
For more information (and registration for a free demo of 3D Explorer) see the 3D Explorer Homepage.

20.11.1995 Sabotage 01.01.1995
Sabotage is a 3D game engine for PCs from Billy Zelsnack (zelsnack@rmii.com).
  • Free direction texturemapping with distance cueing
  • Antialiasing
An (older) demo could be found on ftp.uwp.edu, but was deleted in the last weeks. I will try to upload it to x2ftp.oulu.fi - this this text will be replaced with the new link. More info in the Sabotage Readme.
The Sabotage Homepage is temporarily removed.

16.11.1995 Amber (Link Problems!) 16.11.1995
Amber is a set of C++ classes from DIVE Laboratories Inc. Amber enable developers to create complex distributed virtual environments on multiple platforms.
  • Windows 3.1/95 support (using 3DR or RealityLab ), SGI, DOS/Windows with Creative 3DBlaster and Sun running Solaris with X11-Windows.
  • File support for NFF, WRL and TGA.
  • Hardware support for 5DT Glove, VIO HMD.
  • Physical properties and behavior modeling.
  • Distributed interactive simulation (DIS) and multi-user system support using windows sockets and TCP/IP.
  • Add on modules like special fx, atmospheric fx, agents, inverse kinematics, morphing...
More infomation, demos and a shareware version can be found on the Amber Homepage.

06.11.1995 SuperScape 01.01.1995
Superscape is a commercial PC based single user VR system manufactued by Dimension International Ltd.
  • World, object, texture and sound editor.
  • Support for joystick and 6D spaceball controller, trackers and stereographics glasses. Sound hardware support.
  • Network support.
  • Script language based on C, no direct programming interface.
  • Virtual Clip Art (3D clip art modells with additional properties, like sound and behaviours - like a desc calculator that acutally works)
  • The new Visualiser runs on Windows environments.
More information and demos on the SuperScape Homepage.

06.11.1995 Virtus 01.01.1995
VW is a real-time 3-D rendering and "walk through" engine for Macintosh and Windows from Virtus Corporation.
  • Perspective texture mapping.
  • Transparency.
  • Dithered flatshading.
  • Modelling and editing tools.
  • Freeware "Virtus Player" to share 3-D models with clients, colleagues, friends and family who don't have VWP software.
  • VRML support is planned.
More information and demo versions on the Virtus Homepage.

16.06.1995 VReam 01.01.1995
VREAM is a complete solution for developing virtual worlds. It runs on standard PC platforms.
  • Monoscopic and stereoscopic rendering
  • World and object editor.
  • Support for 3D input and output devices, like gloves, trackers and HMDs.
  • Hierarchical objects with attributes like sound, motion, penetrability, throwability, weight and elasticity.
  • Complex interactive cause and effect relationships.
  • 1000 pages documentation
  • Script language, no programming interface.
More information about VREAM, VRCreator and the WIRL VRML viewer for Windows (that uses the Reality Lab rendering engine...) is available on the VREAM Homepage.

01.01.1995 Virtek 3D Ware 01.01.1995
3D-Ware is a comphrensive 3D graphics library which allows high speed 3D graphics applications to be written using your favourite compiler.
  • DOS, C++, based on F29 Retaliator engine
  • Multiple Viewports
  • Autoscaling sprites
  • Motion tracker support
  • Support for HMDs and flicker glasses.
More info and a demo on the Virtek Homepage.
3D Ware demo: ftp.cs.tu-berlin.de


01.01.1995 Cyberspace Development Kit 01.01.1995
The CDK is a library to create VR application under Windows 3.1 or Windows NT. CDK is from Autodesk Inc.
  • C++ class library.
  • Color dithering.
  • Support for many I/O devices.
  • Support for graphics hardware.
  • Physical simulation classes.
More info and a demo on the CDK 2.0 Homepage. A newer version of the 3ds/dxf/ast viewer for windows can be found on the Johnny Mnemonic VR Player Homepage.
Some info is found the CDK Viewer Helpfile.


Gouraud-shading Engines


15.01.1999 3D View 21.07.1998
3D View is a commercial gouraud shading CAD/CAM viewer for Windows NT / 95 / 98 from Actify.
  • Uses OpenGL rendering API.
  • Support for STL, IGES, VDA-FS, ISO G-Code, SolidWorks(97+,98+) CATIA and VRML files.
  • OLE support to embed 3D models in Microsoft Word, Power Point and other applications.
  • Accurate measurement: volume, surface, distance, radii and angles.
  • View multiple models together - mix file formats.
  • Real-time cross-sectioning
  • Multiple rendering options: smooth and flat shading, wire-frame, hidden lines and transparency modes.
More information, screenshots and a demo can be found on the 3D View Homepage.

15.01.1996 LibRaum (Link Problems!) 15.01.1996
LR is a commerical 3D API from Bitblox (hedu@ipn.uni-kiel.de).
  • X11-Windows running under HPUX and Linux.
  • Wireframe, flat and gouraud shading.
  • Multiple camera support.
  • Multiple lights, point and spotlights.
  • Painters sorting and z-buffering.
  • RAD scene language, builtin shapes.
  • C++ API.
More info and demos on the libRaum Homepage.

11.12.1995 HOOPS 06.11.1995
HOOPS is a commerical 3D API from Ithaca Software, which was bought by Autodesc Inc a few years back.
  • Windows 3.1/NT, Mac, X11-Windows on Silicon Graphics, HP, IBM RS/6000, Sun Sparc and DEC OSF/1 .
  • Flat, gouraud, phong and silhoutte mode.
  • Fast software z-buffer.
  • Display, printer and plotter support.
  • Support for hardware acceleration boards.
  • Object database management.
  • HDI (Heidi, Hoops Device Interface) is used for 3D Studio Max under Windows NT and in AutoCAD R13c3.
  • Easy to programm.
Contact:1001 Marina Village Parkway, Alemeda, CA 94501
More info on the Hoops Homepage of Tech Soft.

06.11.1995 VeriScope 06.11.1995
VS is a commerical 3D viewing system for 386 PCs from Pearson Interface (Vscope@pearsoni.demon.co.uk).
  • Gouraud-shading, dithered flat shading and wire-frame rendering in real-time.
  • Shadows and phong-shading in still rendering mode.
  • Stereo support using red-blue glasses.
  • 3D navigation using the mouse.
  • Collision detection.
  • Z-buffer.
  • Reads DXF files, outputs FLC movies and PCS pictures.
  • DOS real-mode program.
For more information and a demo see the VeriScope Homepage.


Doom/Wolfenstein Engines


12.01.1999 Genetic Species 12.01.1999
The Genetic Species engine is a commercial ray-casting pseudo 3d engine for the Amiga by Per Bloksgaard ( powdi@marble-eyes.dk ).
  • Orthogonal wall with same height
  • Walls, objects, doors, floor and ceiling support with texture mapping
  • Movable animated 2D sprites
  • Distance cueing, mist and fogging
  • Distortion blending
  • Collision detection
  • Solid, distortion or alpha transparent objects or doors
  • Variable window size
  • High level of enemy AI
  • Scriptbased level editor available
  • Dynamic multiable objects lightsourcing
  • Shots with smoke tails, explode, flying animations
  • Animated walls, objects, floor and ceiling
  • Distance dependand volume sound control
  • Event priority based CD-Audio and sound control
  • Re-Targetable Graphics support for all graphics boards
  • Screenmode promotion (Ntsc, Pal, Multiscan, CyberGfx, Picasso96)
  • Supports 8 and 24 bit true colour
  • Floor refraction feature
  • Object chain reaction
  • On-screen Map and status information
  • Written in pure 68k assembler
More information and a playable demo can found on the Marble Eyes Development Homepage.

18.08.1997 Ray Game Designer 18.08.1997
RGD is a commercial wolfenstein engine for PCs from Momor Productions BPD ( icarte@aol.com ).
  • Support for Windows 3.x/95.
  • Orthogonal walls with fixed height.
  • Floor and ceiling texture mapping.
  • Depthcueing and fogging.
  • 3D sprites.
  • Animated textures.
  • Sound support.
  • Map, path, level and texture editor available.
  • Stereo rendering support (red/green).
  • Game compiler.
  • Simple behaviour model for objects.
More informations, screenshots and a demo can be found on the Ray Game Designer Homepage.

15.08.1997 Virtual Game Toolkit 11.09.1995
The VGT is a comercial Doom engine and VR toolkit for PCs from conitec that allows to develop adventure, action or role playing games based on an event controlled script language.
  • Non-orthogonal walls, variable level floors/ceilings, tilted floors and ceilings!
  • Rooms above rooms.
  • Movable and rotatable room parts.
  • Light source plus ambient shading, distance cueing, fogging.
  • Looking up/down via y-shearing.
  • Transparent and animated textures.
  • Animated 2D sprites.
  • 320x200, 320x240 or 320x400 Pixels in 256 Colors on standard VGA and SVGA support.
  • Sound and music support, distance dependand volume control.
  • Each wall, region, thing or actor is a state machine with event controlled behaviour.
  • Support of 3D polygonal actors.
  • Import of Quake MDL 3D objects.
  • Landscape editor WED with integrated game compiler, WRUN interpreter and runtime module.
  • Stereo sound support and CD-Audio support.
Contact: Johannes C. Lotter (100042.1745@compuserve.com)
A demo can be found on x2ftp.oulu.fi . More info on the Conitec Homepage or in the VGT Readme.
An online users magazine can be found at the 3D game design Homepage.
There is also a german book "GameStudio 3D" (ISBN: 3-89362-438-4) with CD-ROM and a shareware version of VGT. More information about this book and some demos on the oP group germany homepage.

02.06.1997 Nether 3D 13.08.1996
Nether 3D (former Wolf3D) is a commercial wolfenstein engine for the Commodore 64 or 128 by Cameron Kaiser ( spectre@deepthought.armory.com).
  • Texture-mapped, perspective-correct walls at low resolution.
  • Orthogonal, single-height-wall geometry optimized for one-map-cell wide corridors.
  • Flat-shaded floor and ceiling.
  • Four ambient light levels.
  • Walls can cast light on floor, ceiling and other walls. Lighting can be (slowly) dynamically altered.
  • Light-diminishing, with support for lights embedded in textures.
  • Built-in support for hardware-based 2D sprite scaling and animation.
More information,screenshots and a demo can be found on the Nether 3D Homepage.

02.05.1997 4DX 06.07.1995
The 4DX Rendering Engine is a commercial doom/heretic game engine from Jaimi McEntire (jaimimc@aol.com) from Eldermage Corp.
  • Animated sky mapping.
  • Non rectangular walls with different height.
  • Looking up/down is done via y-shearing (as in Heretic, Dark Forces etc).
  • Animated sprite objects.
  • Transparent textures.
  • Interactive level and texture editor.
  • 2D effects like snow.
  • Sound support.
  • DOS and Windows libraries available.
  • 4DX is a C++ Library and requires Watcom C++ v 10.0, 4DX is fully 32bit.
  • Doom WAD file importer.
  • Available as Delphi 2.0 VCL, as ActiveX control for Visual Basic, as Linkable Library for Visual C++ or as DLL.
  • Map editor.
More information and a demo can be found on the Eldermage Homepage.
An older demo can be found on x2ftp.oulu.fi . More info in the 4DX Readme.

22.05.1996 Rage 01.01.1995
RAGE (Raycasting Algorithmic Graphical Engine) is a commercial doom-style engine under Windows.
  • Animated texture maps and transparent textures
  • Flat shaded polygon objects
  • Collision detection
  • Look up / look down, variable eye level
  • Sector lighting and distance cueing
  • Non rectangular worlds
  • Support for DirectX under Windows 95.
More info and demos on the Monolith Homepage. Contact: rage@lith.com

31.08.1995 VRKIT 01.01.1995
Is a comercial Wolf3D-like engine for PCs from M & M Computer Consultants.
  • Floor texturemapping with simple pattern.
  • No depthcueing
  • C and ASM
A demo can be found on x2ftp.oulu.fi . More info in the VRKIT Readme.

19.06.1995 I3D 01.01.1995
I3D is a commercial software toolkit for interactive 3D programs similar to Castle Wolfenstein or Ultima Underworld.
  • Joystick, Cyberman, keyboard and mouse support for navigation
  • Animated texture maps and transparent textures
  • Collision detection
  • Look up / look down, variable eye level
  • Automapping - as the user "sees" areas they are marked on map
  • Lighting effects (fade to color with distance)
  • Rectangular worlds Windows driver that uses WinG.
A demo can be found on x2ftp.oulu.fi . More info in the I3D Readme.
Contact: Jim O'Keane (jokeane@aol.com)

01.01.1995 Pie 3D Game engine 01.01.1995
The P3D engine is a commercial game engine somewhere between Wolf and DOOM in appearance and features.
  • Floor and sky mapping
  • Fog effects and distance cueing
  • Animated sprite objects
  • Transparent textures
  • 45 degree wall-layout with different floor and ceiling height
  • Included paint programm and universe builder
More info on the Pie in the Sky Software Homepage.
A demo can be found on ftp.catalog.com .
Contact: dwhc72a@prodigy.com


Flat-shading Engines


23.10.1997 Raven3D 23.10.1997
Raven3D is a simple commercial PC 3D game engine from Joe T. McCormack ( jmccorm@midusa.net ).
  • Flat shaded polygons.
  • 3D sprites;
  • Keyboard , mouse and joystick support
  • Z-Sorting.
  • Written in C++.
More information, screenshots and a demo can be found on the Raven3D Homepage .

21.04.1997 Perspectives 01.10.1996
Perspectives is a virtual reality graphics interface for PCs by Pierre Barthe (pbarthe@www.mns.fr) in association with Un Autre Monde for PBA Softwares.
  • Flat shaded polygons.
  • World system build on spheres and not infinite planes.
  • Windows 3.1/95 and NT support.
  • Support for VRML 1.0/2.0 (retreives objects geometry).
  • API for Borland C++4.0 up to Borland C++5.0.
More information and a demo version can be found on the PBA Software Homepage.

21.03.1996 XYZ++ 01.01.1995
XYZ++ is a commercial 3D graphics class library for PCs from Glacier Point Software (gp@glacierpoint.com).
  • C++ Interface
  • Output is done via BGI interface
  • Fixed point and float math
You find some demos and more information on the Glacier Point Software Homepage.

27.07.1995 VR Studio 27.07.1995
VRS is a commercial flatshading engine and 3D package from DoMark.
  • Joystick and mouse support.
  • Ad-Lib sound support.
A PC demo can be found on ftp.cs.tu-berlin.de.
There is also a world viewer for the Amiga on ftp.uni-paderborn.de


Non-realtime Engines


15.04.1996 NuGraf Developer's 3D Toolkit 15.04.1996
The NG D3DT is a commercial 3D library from Okino Computer Graphics, Inc (sales@okino.com). NuGraf's renderer is designed to create fast, high quality photo-realistic images using software generation methods. NuGraf is a complete development system for creating 3D computer graphics applications, the toolkit handles all aspects of the 3D modeling and rendering process.
  • High-speed, 32-bit broadcast-quality scanline renderer based on a hybrid Z-scanline/A-buffer algorithm.
  • Support for third party renderers via a back-end custom rendering interface. NuGraf ships with a full featured OpenGL(tm) interface module.
  • Hierarchical database management and inquiry system.
  • 650 pages of documentation.
  • Efficient interfaces provided to allow large quantities of polygonal data to be passed into the database, including a host-based callback mechanism (the "user-defined" primitive). A mathematically stable sub-library of polygon welding and smoothing operations optimize any raw data for rendering (ex: DXF).
  • Meshed polygon vertices can be assigned a color, normal, (u,v) texture coordinates, and U/V tangent information.
  • Complex n-sided polygons with recursive holes & islands.
  • Sphere, cone, and cylinder quadric primitives with implicit texture parameterizations. Box, prism, disc and rectangle primitives with implicit texture parameterizations.
  • NURB and bicubic patch primitives with selectable basis.
  • Scenes are created using object instancing and hierarchical attachment.
  • Omnidirectional, unidirectional or spot light sources with numerous options: intensity, color, decay,fall-off, softness, shadow parameters.
  • Implementation of PIXAR's soft shadow technique with tiling optimizations.
  • A wide selection of predefined surface shaders: 2D texture mapping, Perlin and Peachy 3D procedural texture functions, spherical/cubical environment and planar reflectance mapping, mist and fog full-featured atmospheric shaders, flat, gouraud or phong shading models, phong or blinn specular highlight.
  • State-of-the-art analytic 2D texture filtering algorithms.
  • Output drivers for images, X11-Windows, SGI, Windows and VGA.
  • The library is available on a wide range of platforms, including Apple Macintosh, IBM PC 32-bit DOS, Microsoft Windows v3.1 (32-bit), Microsoft Windows NT (32-bit DLL), Linux + X11, SUN workstations, Silicon Graphics workstations and DEC Alpha AXP (Windows NT).
More info on the NuGraf's Homepage.