Crystal Space 1.0 released!

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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jorrit
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Joined: Thu May 15, 2003 4:01 pm

Crystal Space 1.0 released!

Post by jorrit » Wed Jan 17, 2007 1:08 pm

After nearly 10 years of development we are very proud to release version 1.0 of Crystal Space. Crystal Space is an Open Source and portable 3D engine framework which runs on GNU/Linux, Windows, and MacOS/X. It is fully featured with support for vertex and fragment shaders, dynamic lighting and lightmaps, skeletal animation, physics, 3D sound, terrain engine, python support and much more.

Together with Crystal Space 1.0 we also release Crystal Entity Layer 1.0. This is a game layer on top of Crystal Space which makes it easier to develop games. Crystal Entity Layer is heavily oriented towards scripting (but also works in plain C++) and adds features like customizable third person camera, movement system, quest system, rule system, path finding and so on.

We would also like to announce a relatively new project called CELstart. To use Crystal Space and Crystal Entity Layer effectively you need to make your own C++ programs. If you download CELstart then you can start making full powered Crystal Space games by using only XML and/or Python scripts. It is by far the easiest way to make 3D games using Crystal Space.

CELstart is also very well supported through Blender by using the popular blender2crystal script.

Interested? Check us out at http://www.crystalspace3d.org

joeri
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Post by joeri » Wed Jan 17, 2007 4:46 pm

Hoera!

zingbat
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Post by zingbat » Thu Jan 25, 2007 11:23 pm

Congratulations. I remember we tried to use this engine on my first attempt at a Daggerfall remake about 5 years ago. It has evolved a lot since then.

Can we program in C# with this engine? Some people told me they would be interested in doing a game with it if they could program in that language.

jorrit
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Post by jorrit » Fri Jan 26, 2007 7:52 am

zingbat wrote:Congratulations. I remember we tried to use this engine on my first attempt at a Daggerfall remake about 5 years ago. It has evolved a lot since then.

Can we program in C# with this engine? Some people told me they would be interested in doing a game with it if they could program in that language.
If you can find a way to interface C# with C++ then yes.

Greetings,

jesterKing
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Location: Finland

Post by jesterKing » Fri Jan 26, 2007 12:23 pm

If you use .NET (2.0 at least), you can use the [DllImport] attribute. This is a way to interact with unmanaged code. (I use this to directly interface with the verse dll - no need for header files, but you need to know the name and signature for a function).

/Nathan

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