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 Q&A

Nicolas Schulz
Horde3D

Oct. - 2006

 

"Due to the shader-driven architecture of the engine the skinning for the skeletal animation can be done completely on the graphics card. This saves much CPU power and memory bandwidth."

< Horde3D in action

   
Q1 Please give a brief presentation of the Horde3D team.
A1

Horde3D is currently still a one man project which is supported financially and consultatively by the German University of Augsburg. I myself have been an enthousiastic 3d engine developer for many years now and have worked in an ambitious indie game development group. At the moment I am employed at the university as a student researcher working on projects shown at several expositions including the well-known CeBit.

   
Q2 Horde3D is a new engine with an optimized managment of resources. Does this improve 3D performance?
A2

Resource management doesn't improve rendering performance directly but it can speed up loading times and optimize memory consumption. Resource management is acually an integral base part of any graphics engine and is thus nothing special. But what we try to do for Horde3D is making the resource management as robust as possible. This is achieved by defining a reasonable default behavior when some files cannot be loaded and by integrating a simple garbage collector for handling dependencies between resources.

   
Q3 What are the features of Horde3D considering rendering?
A3

Horde3D is completely based on shaders and gives you all of their flexibility. For this reason the engine supports most of the modern rendering techniques including normal mapped phong lighting and parallax occlusion mapping. Furthermore Horde3D uses deferred shading for doing lighting calculations. This makes it possible to have more light sources in a scene than with the usual forward renderers and will enable us to do some cool next-generation atmospheric effects like volumetric fog, soft particles and realtime clouds. The next things to be implemented are some sort of soft shadows and facial animation with support for lip synchronization.

   
Q4 What kind of 3D formats are supported? Do you plan to support Collada?
A4 We are focusing completely on Collada for importing 3d models to the engine. Collada is a great invention and takes the burden from developers to write and maintain several exporters for the different modelling packages. We have a Collada tool which reads Collada 1.4 assets and converts them to an optimized Horde3D specific format which minimizes loading times for models.
   
Q5 What makes Horde3D simpler than other 3D engines?
A5

Horde3D has another philosophy than some of the other famous open-source engines. From the perspective of a game programmer using the engine, it is not intended to be an enormous class library but a simple C-style DLL with a few intuitive API functions. This has the advantage that the learning curve for employing the engine is strongly reduced and that it is very easy to use the engine from most programming languages and even scripting languages like LUA. Furthermore we are trying to keep the internal structure as lightweight and clean as possible. To accomplish this we are not offering a plenty of different ways to achieve a goal but only one that we think is best for the majority of applications. Using this philosophy it was possible to implement the engine core with all of the current features with less than 5000 lines of code.

   
Q6 What makes Horde3D so powerful for character animation and crowds?
A6 Due to the shader-driven architecture of the engine the skinning for the skeletal animation can be done completely on the graphics card. This saves much CPU power and memory bandwidth. Additionally, as already mentioned, we are using deferred shading as major lighting technique.
This implies that the geometry only has to be drawn once independent of the number of lights in the scene. So it is perfectly suited for scenes with many polygons using complex per-pertex calculations as is common in animated crowd scenarios.
   
Q7 What is the license of Horde3D?
A7 Horde3D is licensed under the GNU Lesser General Public License (LGPL). So basically it is free to be used in any type of applications including commercial ones as long as modifications to the source code are released back to the community. Additionally we are also open for dual licensing if you have concerns with the LGPL for your commercial project.
   
Q8 Horde3D is OpenGL based, do you plan any OpenGL ES version?
A8 Horde3D is intended to be a next-generation engine. This means it is thought for games with rather detailed scenes and advanced graphical effects. At the moment mobile devices don't have the necessary power for this and the screens are just too small for the details to make sense. That's why I myself don't plan to do an OpenGL ES port in the foreseeable future.
   
   
   
   
   
 
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