Some of you may know me from "snowman" or "puzzletube". I am the guy behind these games and in the last months I re-engineered my whole engine and gave it a name:
Sparrow3d is an engine similar to Penjin, Fenix, glBasic or the new Pengyne engine.
Why another engine?
First of all I wanted to write a 3D software renderer for the gp2x and other open handhelds. I just made more because of my laziness. It began with snowman, where I needed a basis, which had to be the same for every supported system. After snowman came puzzletube and there the first time I put my code in a own library and since then I optimized and rewrote the whole system. And added lot of other useful stuff.
To be fair I start with the disadvantages of sparrow3D (in comparison e.g. to Penjin):
- no OOP. pure C. (of course you can use it in OOP, but you have to do it yourself)
- no GL ES. Everything is rendered in software for compatibility to the gp2x and dingoo. So my renderer is slower, but works everywhere
- only 16 bit graphic (better for my optimizations)
- pure C (faster)
- many supported platforms (gp2x, open2x, wiz, dingoo, caanoo, pandora, linux, windows)
- 3D renderer with textures, which works on every supported platform
- abstraction of the hardware. E.g. you don't have to know, whether there is a analog stick or a D-Pad
- blit functions for surface in 2D or 3D
- rotozoom functions (faster then SDL-gfx)
- simple primitives like rectangles, ellipses or lines
- mesh loading (obj files)
- simple Sprite engine
- font rendering
- based totally of SDL. No other dependences.
- using in an existing application. I have plans to make some 3D visualizations in Gmu
Source Code at Github
Furthermore I created a more detailed description. But be aware! It will be corrected by some person with a (much) better English soon.
Tomorrow I will post a (new) video, too. But I have screenshots for you:
Maybe I will use this engine for a game for the Rebirth competition, too. At the moment I am not sure because of to few time. :-\
But we will see.
Edited by Ziz, 01 March 2012 - 10:42 AM.