Pear3DEngine – and now?

Pear3DEngine is a modern and modular 3D development framework that lets you create professional games, simulations and more. You are free to develop your program in C++, XML or LUA and publish it as open source software or selling it as a commercial program. The rendering engine uses internally OpenGL or DirectX optionally. The planned editor supports software development on Linux, Windows and maybe MacOS X. DirectX 9 and Windows XP are not supported and support is not planned in the future. One goal of the Pear3DEngine Framework is to use the latest and most promising algorithms and techniques from the 3D and IT scene.

This is the description of the engine that you can find on SourceForge. But why a new engine? Are there not enough in the world?

Of course, the engine is open source. But is this a right to exist?There are already Ogre, Irrlicht, Crystal Space, Lightfeather and many more. And now another?

Many questions I had asked myself all the time, when I started this mammoth project about two years ago. Even today, the questions are hard to answer, if at all. However, now I present you the half-finished engine and answer the questions hopefully. I hope you like the engine and my dream of a new world. More about that later ;)

One step back

The development of the engine started in late 2010. With the idea of developing an engine, which gave me the chance to develop games not always from scratch. It should only support 3D and a GUI. But this small project quickly became a big one. In my delusions of grandeur, I packed into new techniques and ideas that would make far more than just draw triangles. Even though today still triangles are drawn :D

Crysis - Booklets

Crysis – Booklets (Photo credit: William Hook)

One of my main idols was the then-new CryEngine 3 from Crytek. The engine could do everything, at least I thought it. I quickly realized that such an engine had more than little graphic attachments. Nevertheless, I did not want to give up. My C++ skills are strong, at least I think it is :), and I wanted to try something new. So I kept going.

The first design was made. Then again changed. New classes were added, and some disappeared. Many gave me a headache and some brought me to the edge of despair.

But now I am where I am. No turning back! Again and again I looked up to the big brothers Ogre, Irrlicht, etc. Trying to find new ways of doing.

Features and other, which should become one!

  • Voxel Terrain
  • Deferred Rendering
  • HDR Rendering
  • Post-Processing (Bloom, Blur, DoF,…)
  • Modular design
  • OpenGL, DirectX 10 and DirectX 11 support
  • XML-based Project creation
  • SSDO, SSS,…
  • OpenCL
  • Bullet for physics
  • Linux, Windows and MacOS X support
  • Stereo and anaglyph 3D support
  • OpenAL for audio/sound
  • P3DSL
  • and many more…

This is a list of some features that the engine will support. Many have not even started, but they will come!
The engine will also get its own GUI, an editor, like the editor in the CryEngine 3, and a separate shader language. The development of the own shader language has already begun, more about this in a separate blog entry later.

The art of design

Columbus College of Art and Design

Art and Design; Image via Wikipedia

The design of the Pear3DEngine framework is modular, like the Qt SDK from Nokia. Much is divided into separate libraries, thereby avoiding the risk of inter-dependencies and make the engine easy to expand.



Back to questions

Yes, the engine has its raison d’être. It is my idea of a world of libraries, made to create games and simulations.

If there is Ogre, why not a Pear3DEngine?

If you are interested, do not be afraid and send me an e-mail. New developers are also welcome :D

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