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Layout of the engine
tweakoz edited this page Feb 11, 2013
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Orkid is divided into several shared libraries:
- ork.core : reflection kernel, performant containers, math, fileIO, threading/concurrency, asset managers, general OS utilities. Notable dependencies: Intel TBB, Boost.
- ork.lev2 : a/v drivers for a given platform, OpenGL, D3D9c, FMOD, XAudio2, XInput, etc... also contains renderables and audibles which use said a/v drivers. Examples including rigid and skinned models, animation controllers with masking and blending, modular particles systems, spatialized audio effect and stream playback controllers. Notable dependencies: OpenGL, QT5.
- ork.bullet273 : bullet physics engine
- ork.ent : entity / component / scene system. lets you load a pregenerated 'scene' document and run it as a simulation.
- ork.tool : scene / object editor. Asset conversion filters. distributed Lightmapper, etc....
- tozkit : Production rendering utilities. Eventually one will be able to take a frame from the realtime renderer, and re-render using Renderman/ Houdini mantra, etc... Tozkit will enable this. Notable dependencies: loki, blitz, hdf5, OpenEXR, OpenShaderLanguage, OpenImageIO, Alembic, cortex-vfx, 3delight (all are automagically downloaded and built/installed via included scripts)