Jump to content
  • Advertisement
Sign in to follow this  

Our Engine: Digital Spaces

This topic is 3735 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'd like to let everyone know about the engine we've been developing, called Digital Spaces. The site for it is http://www.digitalspaces.net/ . It is licenced under the LGPL, and built in a modular fashion to allow extension via open or closed source components. Also it comes with a Python Interpreter module with full access to the same API as a compiled component. We use Ogre for the graphics, ODE for the physics, OpenAL for sound, all tied together and controlled by code we've created. As we've been developing it, we've been using it in a range of industrial simulations, including space and lunar simulation for departments in NASA. Screenshots from some of these simulations can be seen at our gallery. Due to decisions made by marketing, we haven't been publicising the engine before, but things have changed and now we are hoping to develop a community of users and developers. Currently it is not really at a point for casual end users, but people who aren't afraid of text editing configuration files are encouraged to try it out. Our goals for the engine is to have a install once, run anything system. We want to be able to load content created by different users, installed locally or hosted on the web. We want the content to be able to range from simple walk-around spaces, to full blown games. We also want to ensure a binary stable interface for components, to encourage add-on development.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!