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Landscape engine integration into Crystal Space

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Well, the subject line nearly says it all. Over the last month or so we have been busy integrating a landscape engine based on the ROAM algorithm into Crystal Space. Upto now, CS has mainly been a portal engine with additional support for octree/bsp-tree and c-buffer/quadtree visibility culling.

But now we added the first steps for a landscape engine. Have a look at http://crystal.linuxgames.com for a screenshot. Currently the code is available through CVS but the problem is that we're currently busy in a large transition so the CS on CVS is not usable right now (will be fixed shortly I hope). Note that these are the first steps. We still have to do some
work to make it really practical. For example, performance is not very good right now. But we wanted to concentrate on making it work first.

Crystal Space is an Open Source 3D Engine. It is very portable and runs on Linux, Windows, OS/2, BeOS, Macintosh, NextStep, OpenStep, Rhapsody, FreeBSD, SGI/IRIX, Solaris, DOS, ... It can use Direct3D, OpenGL, Glide, or software rendering.

CS is work in progress. It is Open Source. YOU can join if you want :-)



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