Delta3D 2.1.1 / 2.2.0 RC1

A full-function game engine appropriate for a wide variety of modeling & simulation applications.
Delta3D is a fully-funded and well-supported open source project, a full-function game engine appropriate for a wide variety of modeling & simulation applications.

Delta3D is a widely used and well-supported open source game and simulation engine. Delta3D is a fully-featured game engine appropriate for a wide variety of uses including training, education, visualization, and entertainment. Delta3D is unique because it offers features specifically suited to the Modeling and Simulation and DoD communities such as High Level Architecture (HLA), After Action Review (AAR), large scale terrain support, and SCORM Learning Management System (LMS) integration.

The Delta3D Engine

Delta3D is an Open Source engine which can be used for games, simulations, or other graphical applications. Its modular design integrates other well-known Open Source projects such as Open Scene Graph, Open Dynamics Engine, Character Animation Library, and OpenAL. Rather than bury the underlying modules, Delta3D integrates them together in an easy-to-use API -- always allowing access to the important underlying components. This provides a high-level API while still allowing the end user the optional, low-level functionality.

For a full list of features, please see The Delta3D Feature List. Delta3D renders using OpenGL and imports a whole list of diverse file formats (.flt, .3ds, .obj, etc.).

Supported Platforms

Delta3D is developed and tested on Windows XP using Microsoft Visual Studio and Linux using gcc. All the underlying dependencies are cross-platform as well, so just about any platform should be compatible with a few minor modifications to the source. Unofficially, there is general support for Mac OSX and many users are successfully developing Delta3D applications on that platform.

Main features:

  • Input device mapping (Keyboard, Mouse, Joystick, Trackers)
  • Motion models (Fly, UFO, Walk, Orbit, First Person)
  • Environment rendering (clouds, haze, skyboxes, time of day)
  • Particle System Effects (Smoke, Explosion, Custom)
  • Terrain Rendering (Infinite Procedural terrain, Heightfield-based terrain)
  • Camera controls (Field of View, Tripod)
  • Multiple camera support
  • Multiple window support
  • Physics (Rigid Body, Collision Detection, Auto-bounding shapes)
  • Open GL Lighting
  • Bezier path nodes
  • Full OpenGL 2.0 support
  • GLSL Vertex and Fragment Shaders
  • Animation blending
  • Ground following
  • Avatar feet correspond to world positioning
  • Application template
  • Weather interface (visibility, cloud coverage)
  • Window integration with Fast Light Toolkit (FLTK)
  • Widget class to ease intergration with other window toolkits
  • Coordinate system conversion
  • Detonation interface
  • HLA entity interface
  • Paged terrain tiles, image utilities, and noise generation
  • DTED reader
  • SOARX renderer with continuous level of detail
  • Procedural vegetation placement – land cover classification (LCC) support
  • Image overlay decorator – GEOTIFF support
  • Actor proxy and actor property architecture
  • Library management (Actor Registries)
  • Project and map loading (XML)
  • Actor property types: Sound, Terrain, Character, Texture, Static Mesh, Particle System, Enumeration, Actor, Color, Vec2/3/4, String, Int, Double, and more
  • Base engine actor proxies
  • UI Drawable and renderer
  • Extensisble skinning interface
  • Default GUI art
  • Game Actor and Proxy
  • GM Component architecture with plugin support - default message processor, rules component, and logger component
  • Message infrastructure – message and parameter factories
  • Network agnostic – support for single client, client/server, and playback
  • Message streaming for sending, receiving, and recording messages
  • Base client and server game managers
  • File logging and Xerces XML utilities
  • Texture, noise, matrix, and string utilities
  • Library Management
  • Type safe enumerations
  • 2D/3D sounds
  • Full control of sounds (gain, pitch, position, play, stop, pause, rewind, etc.)
  • Doppler effect
  • Efficient use of audio hardware
  • Server/Client architecture
  • Reliable/unreliable packet transmition
  • Full API access
  • Map editing – project resource and library management
  • Visually create and manipulate actors
  • Property editor and actor linking with undo/redo
  • Split screen viewports – Perspective plus top, side, side orthographic views
  • Wireframe, lighting, and textured modes
  • Reconfigurable user interface with undo/redo
  • Actor searching and global actor management
  • Texture, mesh, sound, and particle browsers
  • Example test applications covering almost aspect of Delta3D
  • Over 22,000 lines of unit tests
  • MS Visual Studio 2005 solutions and projects
  • Complete SCons scripts
  • Graphical Particle Effect Editor - Provides a convenient GUI and display for editing Particle Effects.
  • 3D Model Viewer - An easy-to-use, standalone Viewer to preview 3D models.

last updated on:
November 5th, 2008, 2:19 GMT
license type:
LGPL (GNU Lesser General Public License) 
developed by:
Erik Johnson
ROOT \ Games \ Simulation
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What's New in version 2.1.1
  • Fixed bug in STAGE dealing with Global Actors. (r4865)
  • Fixed problem with CMake "install" that would not install the .inl files (r4929)
  • Fixed problem with the Fire Fighter demo loading data files in Linux. (r4931)
  • Fixed a problem with testAnim that would cause the character to start vaporizing when rotated too far. (r4932)
read full changelog

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