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Latest comments
by Tudor Whiteley
2 hours ago

Hi Lincoln, Thanks for this. I found it incredibly informative. Could I ask you a question about your wind + plant movement? Is there any way to stop it looking like the plants are rooted in moving water. I find it horribly distracting and pulls me out of my suspension of disbelief. Cheers, Tudor

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10 hours ago

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by Matthieu CHOLLET
21 hours ago

Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)

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Luxinia is a 3D open-source engine written in C that uses OpenGL, Lua, GLFW, OpenAL and ODE physics. As user you do not need any compilers but purely work with the high-level language Lua to code your projects. The engines design goals were:


Santa simulator © Luxinia, 2015

  • Smallin size, no dependencies, all ships in one package, no windows registry use, nor any other directories are polluted.
  • LUAfully scriptable, allows dll loading for additional functions.
  • Helpersruntime console and performance graph to aid development. Allow direct access and manipulation of lua state


Luxinia shooter © Luxinia, 2015

  • Backend FixedFunction or Vertex/Pixel Shaders, use Cg forHighLevel shaders. OpenGL is used to make best use of hardware.
  • Shaders/Materials extensive script to define material and shader effects. Lots of states like fog, blending… controllable
  • Shadows with stencil buffer or depthmaps
  • Lighting single sun light, and up to 3 closest range effect lights per node. Shaders can be customized for a variety of lighting effects.
  • Render queue scriptable system to change render-targets and organized rendering in layers. Setup complex render-to-texture effects. Make use of multiple render-targets at once, or rendering to floating point textures for HDR. Allows flexible post-processing effects.
  • Efficient thru statechanges-minimizing, adaptive OcTree culling…

Scene Management

Editing colors © Luxinia, 2015

  • Static/Dynamicnodes linked to visual representation. Allows to organize spatial and visual information separately
  • Settingsvisual world split in settings and views. Each set has own lights, cameras, particles.
  • 3D & 2Dspecial node types for 3d scene or 2d ortho rendering, such as GUI or HUD elements. Many different render nodes, trails, models, particle groups, primitives (box,cylinder…)


A level in Luxinia © Luxinia, 2015

  • Modelsanimated or static. Can be rigid animated or weighted skinned. Skeletal bone hierarchy within a model.
  • AnimationAllows blending and partial hierarchy updates, as well as different interpolation methods. Simple IK solver built-in.
  • Soundplay wav files
  • Shadersscript once, reuse for multiple materials. Allows automatic GPU-Shader parameters, as well as pernode shader values. Organized in techniques to make best use of hardware spanning over multiple hardware generations.
  • MaterialsDefine a set of textures and values to be used with certain shaders.
  • Particlesscript dynamic systems in advance, which can have forces and runtime effects such as magnets applied. Or generate particles manually useful for placing instanced meshes such as trees and rocks. A variety of age-based effects can be achieved and different types of rendering methods used.
  • Texturescreate textures at runtime, useful for render-targets, or load from files. 1D,2D,3D Cubemaps and rectangle textures can be used.
  • Tiletexture terraina special height-map based terrain typ that uses texture tiles like in classic 2D games for surface effects. Automatic subtile picking based on neighborhood.
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