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Mangalore game framework
From the mangalore documentation:
Mangalore is a C++ class framework which simplifies the
development of realtime 3d game applications with a
player-controlled character and autonomous game entities
roaming the 3d world. Mangalore also defines a common project
directory structure and adds an integrated modelling/animation
leveldesign environment to Maya.
Mangalore builds on top of Nebula2 for low level services
like rendering, audio, input and scene graph management.
The Mangalore layer model looks like this:
+----------------------------------+
| APPLICATION |
| +----------------------+
| | MANGALORE |
+-----------+----------------------+
| NEBULA 2 |
+----------------------------------+
| Host Platform |
+----------------------------------+
Mangalore and the actual Mangalore application are shielded
by Nebula2 from the underlying host system. This means that
usually, a Mangalore application can be ported to a new platform
just by porting Nebula2.
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The surrounding pages provide some more in depth information about the mangalore framework based on the experience gained by working on games based on mangalore.
Something missing? Mail to tom@3d-inferno.com
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 | 2007-03-07 nGUI explained |
| If you ever wanted some more details on the nebula2 nGUI System you can find it in the nGUI System article. |
 | 2006-10-17 Mangalore entity ID's |
| If you need information about the mangalore entity ID usage have a look here.. |
 | 2006-08-06 Mangalore Articles |
| Added a new section about the mangalore game framework from radonlabs. The section contains some articles about my experience with mangalore. Read more here: |
 | 2006-03-10 Free models |
| Finally some free models for the Radonlabs SDK. You can download them here. |
 | 2006-03-10 nmax for radonlabs SDK |
| Now you can also use 3D Studio Max for the official nebula radonlabs sdk. You can grab the port here. | |
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