ZornGL Engine

About

I developed the ZornGL-Engine for my final school grade, where I had 6 months to finish it (starting october 2001) and to present it there I also made a small multiplayer game called “Ancient Rites” with this engine.
After finishing this for school, I additionally worked on it several months to make it into an engine for a RPG. But as the engine was one of my first OpenGL apps, it had many problems that had gotten even worse in the end so I decided to totally stop that project.
It was developed in Delphi 6 used OpenGL for the graphics and a self-written network code (TCP/IP) for multiplayer. It also came with an own mapeditor that later on also had a partly-working lightmapper included.

  • OpenGL support
  • Huge indoor and outdoor areas
  • Static lightmaps
  • Import and use of 3DS-Models
  • Import and use of MD3-Models (including animation)
  • Triangle correct collisions
  • Frustum culling
  • Terrainengine (based on heightmaps)
  • Dynamic weathereffects (Snow, rain and more)
  • Projected stencil shadows
  • Flexible particle systems
  • Dynamic texture and model-management
  • Dynamic memory management
  • Modular
  • Object oriented design
  • Multiplayer support using TCP/IP (Client-Server)
  • 3D-Sound (+EAX)
  • Several own tools (mapeditor and more)
Screenshots

These are screenshots fromthe RPG I started working on after finishing this project for school.

5 thoughts on “ZornGL Engine

  1. GL says:

    Hi,

    Seems to be interesting to have a look at.
    Is there a download site for this map editor and game source?
    And by the way have you got the newtonlib32.dll?

    thx in advance

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