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Panard Vision Realtime 3D Engine
What is it?
It’s an attempt to develop a fast generic high quality 3D renderer, with support for the most common used rendering methods, and special FX. this engine is intended to be used in everything which needs a fast high quality rendering. PV is at the cutting edge in realtime 3D algorithms !
PV is not only a polygon renderer or a Quake-like-engine, it’s something versatile enough to help you develop near everything which needs 3D, the samples includes a QuakeI&II viewer which handles collision and so on but demonstrates some other features too. PV is not tied, like other engines, to a rendering type but is open enough to suit your needs.
The strong points of Panard Vision are:
- Portability : you can recompile your Panard Vision application without rewriting a line of code. The same code will give the same results under Windows, X or every other OS PV supports.
- Abstraction : you can benefit from hardware acceleration in a transparent manner. Without changing your code you could benefit from different hardware depending on the drivers installed for your OS.
- Ease of use : the API is simple to use, and very open.
- Speed : Panard Vision really rocks ! :)
- Extensibility : the API of Panard Vision is open to YOUR code and functionnalities.
- Genericity : Panard vision is a generic 3D engine not bound to a predefined rendering method. And help you to implement yours.
- Price : Panard Vision is free for non commercial use. Otherwise it’s cheap :)
Tested on Intel and Sparc architecture. Should be compatible with other 32-bits architecture as well.
The demo program has been tested on:
DOS (support for all VESA modes up to 32bits)
X-Window (SUN Sparc/SunOS, Intel/XFree)
Visual C++ (Win32 platforms), other win32 compilers should work too
Borland products (Win32 platforms)
Watcom C/C++ (v10.0+) (Dos platforms)
DJGPP (Dos platforms)
GNU’s GCC (Unices)
Hardware API supported
Developed in full ANSI-C, Panard Vision could be ported on every 32bit architecture supporting IEE floating point operations. And with little work on architectures not IEE. It uses some heavily optimized assembly routines on Intel processors.