Game Engine v1.5
Lilith3D is a simple
3D geo-morphing engine for creating games. It features
dynamic terrain, weather effects, A* pathing, shadows, simple animation, and day/night cycles.
Lilith3D is written in C++ and built on OpenGL and SDL for cross-platform
use. Lilith3D is licensed under the GPL.
here, unless clearly noted otherwise, is working and in the code.
This isn't a site for a "project to be." Nothing is more
frustrating that reading about a project someone wished existed.
You won't find that here.
Lilith has a good core
of working functionality, and is useful as core functionality for a game. More features
are planned, but it does good stuff today. It's a small code
base for a 3D engine, which hopefully you'll find fun and relatively
easy to play with.
Getting started with
a 3D terrain morphing engine and game engine.
- Terrain Morphing.
It displays terrain, from any camera angle, and can change the
terrain real time.
- Day and night.
Roll across the land with shadows.
- Tree Rendering.
Support for rendering large numbers of trees using a billboard
system. Automatic generation of tree billboards.
The engine supports quadtree and vertex strip culling.
- Terrain effects.
Lilith has a generalized terrain morphing system, and currently
has plugins for volcano effects (with terrain morphs, particles,
and lights), craters, and land bridges.
- LOD Terrain.
Terrain patches change resolution to reduce the polygons sent
to the graphics card.
- GLSL shaders
for both performance improvement and special effects.
- Support for Quake's
MD2 animated characters.
- Stencil buffer shadows for objects, trees, and animated objects.
- Particle system.
Simple system in place to manage particles.
- Weather simulation.
Rain, fog, sunny days come and go.
- AC3D Model
- Decals. Textures
(decals) can be rendered anywhere on the terrain for footsteps,
spell damage, and lava effects.
has a full support for linear algebra, matrices, and geometry,
as well as basic collision detection routines.
- A* Pathing.
A pather that chooses the most optimal path between any 2 points.
A path that becomes invalid (due to terrain changing) will be
re-computed. The pather is reasonably optimized.
Lilith supports a wide
range of image formats, and can load textures created by Photoshop,
The Gimp, or any comperable image program.
Lilith supports AC3D
models, which can be created by AC3D
or by Blender.
What got me started,
and a wonderful book :Real
Time Rendering by Akenine-Moller & Haines. Also a very good
website has news and information on the world of the open cross platform 3D api.
are using Lilith3D, or have thoughts or questions about it, please use the forums on SourceForge.