Run3 is a powerful real-time game engine that species on first-person shooter games.
Run3 Game Engine is produced and coded by Sgw32, a leader of SGL team.
Run3 combines modern GFX, sound, physics, game developing tools such as map editor. All technology is runtime, so you don't need to recompile it.
Run3 you can create your own FPS-shooter game. You doesn't need to be
an experienced programmer to start creating games on it, just use map-editor, write sequence-file and play!
However, Run3 is not released and you would be able to create games and mods on it after releasing the first game on it!
Run3 will be free for uncommercial purposes and very cheap for paid games.
A powerful combination of game components makes Run3 very comfortable for creating FPS-games ,and cheap for business.
Current version of the engine - 0.8 Alpha
Since v0.8 Run3 supports advanced per-pixel shadow mapping with high-detail textures with such components as specular, normal and ambient
occlusion. Now GFX of engine is almost very good. Example:
map editor for Run3 can help you to create your own maps for your games
and modding my team's games, Run3 Game Sequences can help
you to put advanced game objects and NPCs on your map and make your map more interesting and exciting.
Run3 supports 6 techniques of shadows, 3 of them are standard OGRE shadows. The first type of shadow-mapping is Run3Shadow: Per-pixel lighting with soft shadows with SSAO, normal and specular mapping. Also, Run3 supports Depth Shadowmapping, and Next-Gen shader, but both of them give a very non-realistic view.
Newton Game Dynamics, a famous physycs engine. For example, this engine is integrated in "Penumbra" game! http://newtondynamics.com/forum/newton.php http://www.penumbragame.com/
A 3d sound using OpenAL. Can play up to 16 sounds at one time, my own wrapper for OAL dynamicly loads and unloads sounds.
Run3 Map Editor:
RunEdit, a developing map editor. Now supports only object and light placing.
Advaced game objects:
Run3 supports triggers, doors, change-levels, relays and ingame computers!
Run3 uses Lua, a very popular scripting system. I use it for scenery scripting and computer/weapon/npc programming. Also, Run3 maps are scripted using XML and configs are scripted in easy Ogre config format. Lua in Run3 now has many functions in it - you can open/toggle doors, play sounds, turn on/of lights, control NPC.
is in the early state of development. Will support event system and
pathfinding, AI relationships and scenes. Now AI supports pathfinding
I want to separate a game engine to commercial and
proprietary versions, first for a game development teams, second for
modding games on it, but
now I have only commercial game engine for develop first 2 games on it.
mapo system is very flexible. You can place many types of objects,
including primitives and physycs object, lights, particle systems,
billboards, clippings. Run3 provides many types of environment
settings, such as environment light, fog, sounds, sky. An important
part of map system is sequence files. They conatin nearly full
information about gameplay and dynamic events. Using them you can place
NPCs, scripts, triggers, doors and many other types of objects.
Ogre3d as main 3d-engine OpenAL as main sound-engine Newton Game Dynamics as main physics engine AIR3 System as main AI system, AIR3 System is my AI solution for Ogre3D. Lua and XML as scripting system Theora Video as video system DotScene XTended as map loader
Soon to be:
Occlusion Culling Water Good-Working AI A game DLL