
Project name:
SceneEngine
Brief description:
SceneEngine is an Open Source 3D Production solution built on top of an easy to use object oriented c++ SDK, the SceneEngine libraries. Lua scripting, file input and output, mesh creation and deformation, rendering and texture baking are just some of the features implemented by SceneEngine. The project includes import and export plug-ins for 3dsmax and Maya; a Lua interpreter to do script processing on scenes, including rendering and texture baking; and an OpenGL scene viewer and editor. SceneEngine SDK can be used to create applications with full 3D Production support, or to extend existing applications. SceneEngine aims to be a complete solution for building efficient 3D production pipelines with total freedom.
SceneEngine has been in development for 4 years, and it's already being used in 3rd party commercial products and internal tools.
Target aim:
3D Artists, Tools Developers, Game Developers, Script Programmers.
Compensation:
SceneEngine is an open source project.
Technology:
SceneEngine is planned to be cross platform. The code has been developed in Windows XP with Visual Studio 2003 and 2005, but all the source code is plain cpp with stl and boost.
Talent needed:
Developers with experience in tools programming
Developers with experience with OpenGL and/or DirectX
Developers with experience in 3D script programming (MEL, MaxScript, etc)
Beta Testers
Team structure:
The project is being hosted in SourceForge.net.
Lead Developer : Diego Castano
Programmer : Alvaro Triana
Website:
SceneEngine.org
Contacts:
Diego Castano : < engineman@sceneengine.org >
Previous Work by Team:
SceneEngine is sponsored by Mankua Software Inc. Mankua develops commercial plug-ins for 3dsmax and 3D custom tools. Mankua's clients include Electronic Arts, Ubisoft, Right Hemisphere, etc.
Additional Info:
Please visit SceneEngine.org and SceneEngine's wiki. There is also a quick user guide : How To Test ScEng.
Feedback:
ANY