We work in the dark
... a flexible 3D utility knife, which enables artists and technical professionals to rapidly build their vision.
The DarkWynter engine is designed for students, researchers, and industry personnel interested in rapidly prototyping 3D applications. It has been constructed in response to the vizualization community's need for a modular system which can support a variety of research and educational gaming requirements. We focus on extending simple override systems to the user, making it easy to prototype new technologies quickly. The student or researcher is provided a flexible architecture with default behaviors built-in. The specific area of research can be overridden with minimal support development. Through our efforts we hope to provide the flexibility and horsepower necessary to generate modern 3D applications within the 3-5 months students have available in the semester.
Tutorials and Overviews
GameObject - 3D data-centric object model.
ObjectLibrary - Object Management and Scene Wrapper.
Override Systems - Extend or override engine sub-systems.
Pipeline-Processing - Data moves through pipeline stages which extend gpu principles to the cpu.
Development Strategy - Project Management Strategy.
Technical Design - Software descriptions and usage.
Known Issues - Problems and Milestones.
Far from being a simple XNA engine, we integrate approximately 30k C# lines of
code with around 3k GPU graphics and computational code.
Layered MVC-extended architecture with data-centric pipeline execution
Layers consist of Shell, Application, Data, Game, Engine, and Stream packages.
3D Object Data Model
Hierarchical data-centric object-model with virtual Load, Update, Draw, and
Engine Override Hooks
Entry-point overrides include Init, Update, Draw, and Exit functions.
Draw and GPGPU shader architecture
GPU-based terrain auto-forming, true-vision for AI, and physics processor.
Build and Deploy Tools
Support for network based distribution of episodic-content across http.