Horde 3D
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Latest comments
by Joel Alexandre
8 hours ago

Hi. Can you tell how the glass material was made? I found it very interesting.Congratz

by Brayden Marco
17 hours ago

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by Alvar Lagerlöf
18 hours ago

Dammit. Not again. This is path tracing not Ray tracing. Ray tracing is practically an hybrid scam. This is the real stuff, the stuff from Disney and Pixar movies. Stop helping Nvidia sell ray tracing. It's not good.

Horde 3D
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0 questions answered
Horde3D is a small open source 3D rendering engine. It is written in an effort to create a graphics engine that offers the stunning visual effects expected in next-generation games while at the same time being as lightweight and conceptually clean as possible. Horde3D has a simple and intuitive interface accessible from virtually any programming language and is particularly suitable for rendering large crowds of animated characters in next-generation quality.

General Features


A crowd created in Horde 3D © Horde 3D, 2015

  • Powerful graphics engine designed to meet the requirements of next-generation games
  • Modern shader-based architecture with SM 2.0 compatible hardware as a minimum requirement
  • Cross-platform compatible by using OpenGL as rendering API
  • Elegant and lightweight overall design with very few dependencies, avoiding complexity where possible
  • Clean object-oriented C++ code written for performance
  • Strong modularity and high abstraction through flat C-style DLL API (also makes it possible to use Horde3D from virtually any programming language)
  • Easy integration with game engines and other middleware like physics engines due to non-intrusive API design
  • Suitable for Augmented Reality (AR) and stereo applications

Scene and Resource Management


Horde 3D swordsman © Horde 3D, 2015

  • Robust resource management with internal garbage collection
  • Interface for loading data from files, streams or any type of archives
  • Hot-reloading of resources for more increased productivity during development
  • Lightweight scene tree structure with hierarchical transformations and bounding volumes
  • Unified scene system where world, models and skeletons are just scene graph branches and no special objects
  • Loading of scene graph branches from XML files with complete orthogonality to API functions
  • Frustum culling based on spatial graph
  • Hardware occlusion culling
  • Level of detail support for model geometry and materials
  • Possibility to attach scene nodes to joints (e.g. for character props)
  • Access to vertex data for collision detection and interoperability with physics engines
  • Ray collision queries and node picking



Facial rendering in Horde 3D © Horde 3D, 2015

  • Ьbershader-based effect/material system with automatic shader permutation generation (using GLSL shaders)
  • XML based customizable rendering pipeline with allocatable render targets and commands for rapid testing of different rendering techniques
  • Postprocessing framework for effects like bloom, DOF or motion blur
  • Support for forward rendering and different deferred shading techniques
  • Support for High Dynamic Range (HDR) textures and lighting
  • Support for almost all modern rendering techniques, including normal-mapped phong lighting and parallax mapping
  • Support for real-time reflections and other techniques that require several cameras for rendering
  • Realtime shadows using Parallel Split Shadow Maps (PSSM)
  • Software skinning and hardware skinning in vertex shader for rendering hundreds of animated characters
  • Fully integrated particle systems that can cast shadows and have effects like motion blur
  • Overlays for rendering GUI elements and font



Horde 3D animation editing © Horde 3D, 2015

  • Unified low-level animation system working directly on scene graph
  • Keyframe animation for joints and meshes
  • Skeletal animation with up to 4 weights per vertex for articulated models
  • Layered animation blending and mixing using masks and additive channels
  • Inter-frame interpolation for smooth animations
  • Access to joint data for dynamic animations and ragdoll physics
  • Morph targets for facial animation and lip synchronization

Content Pipeline


Working with terrain in Horde 3D © Horde 3D, 2015

  • Custom optimized model and animation formats for maximum performance
  • Mixture of binary and XML formats for best tradeoff between performance and productivity
  • Support for DDS textures and other common image formats
  • Collada Converter for bringing assets from many common DCC tools to Horde3D
  • Collada Converter implemented as command line tool that can be integrated in automatic build process
  • Calculation of tangent space basis for normal mapping
  • Optimization of geometry for GPU post-transform vertex cache
  • Data-driven rendering pipelines for straight switching between different rendering techniques

Powerful editor for composing scenes and developing shaders and rendering techniques

Still have questions?

27 April, 2015