Tzu3D Engine:

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Powerful 3D Graphics Engine: Tzu3D

Welcome to the world of Tzu3D, the 3D engine created by Wahid Garci, fully developed in VB.NET. This engine is designed with a component-based hierarchical scene architecture, to optimize the user experience. Tzu3D includes a Tiled Deferred Shading, able to handle up to 1024 lights for high-quality graphics. The Normal Mapping, Parallax Mapping, Shadow Mapping, and SSAO features provide impressive texture realism. The engine also handles physics for easy interaction with objects, and user inputs are supported through keyboard, mouse, and gamepads. Automatic instancing, multi-threaded rendering, and fast loading maintain high performance without sacrificing details. Cloud Points, Tilemap, and Sprite Sheet features add variety to graphics, and rendering of colored text per character and lines are included as well as a GUI interface to improve the user overall experience. Ambient sound management is also included with 3D Sounds for a complete immersive experience. With all of these features and more, Tzu3D is an excellent choice for bringing your 3D projects to life!

Scene hierarchy components-based Uses a hierarchy of objects and components to organize the scene of a 3D engine in a modular way. Tiled deferred shading Divides the screen into small rectangles (tiles) and independently performs shading calculations for each tile, providing more efficient use of resources and improved performance compared to older rendering techniques. Point lights, Spotlights, Directional lights These are different types of lighting that can be used in Tzu3D to illuminate objects in the scene - the first illuminates in all directions, the second focuses on a specific area, and the third simulates light that is coming from a particular direction with parallel rays. Normal Mapping Used to give the illusion of greater detail on a 3D surface by perturbing surface normals without adding additional geometry. Parallax Mapping Used to give the illusion of depth on a 3D surface by perturbing texture coordinates based on the perceived depth of the surface. Shadow Mapping Used to simulate shadows in a 3D scene by rendering the scene from the point of view of a light source and storing depth information in a texture for later use. SSAO Used to simulate ambient occlusion by estimating the amount of ambient light that can reach a point on a 3D surface based on neighboring geometry. Automatic instancing Automatically duplicates objects that have a high geometric similarity in a 3D scene, reducing the number of draw calls and improving rendering performance. Multithreaded loading and rendering This optimization technique allows loading and rendering of 3D objects to be distributed across multiple CPU cores, improving performance and reducing loading times. Keyboards, Mouse, Gamepad inputs These are various input options available to control movement in a 3D game - a keyboard for inputting characters and commands, a mouse for controlling the on-screen cursor, and a gamepad for manipulating objects in the game. Skybox Used to create the illusion of a sky and distant scenery around a 3D scene by projecting images onto six faces of a cube surrounding the scene. Hemispherical ambient This is a lighting technique that simulates ambient lighting by taking the average color of the hemisphere around a point on a 3D surface and applying it as ambient lighting. Directional fog his is a lighting technique used to create atmospheric effects in a 3D scene, where fog is applied in the same direction as the light source to create a directional lighting effect. Post process effects These are visual effects applied to the final rendered image in a 3D engine, such as color correction, bloom, motion blur, depth of field, and other effects meant to improve visual quality. Render to Texture / Cube Allows rendering of a 3D scene to be captured and saved as a texture or a six-sided cube map, which can then be used as a material for other objects in the scene, or used as an input for other rendering techniques. 3D Sounds Used to create spatial audio in a 3D game or application, where sounds are positioned in 3D space and played back with volume and attenuation based on their distance and direction from the listener, creating a more immersive audio experience. Physics This refers to the simulation of physics in a 3D engine, where objects can respond to gravity, acceleration, and other physical forces according to their physical properties and the laws of physics. This allows for more realistic interactions between objects in a 3D scene. GUI This stands for Graphical User Interface, which refers to the visual elements displayed on the screen that enable user interaction with a 3D application, such as menus, buttons, sliders, and other interactive elements. Cloud points Involves rendering a large number of points in 3D space to create a cloud-like effect. These points can be given different properties such as size, opacity, and color to create a more varied and realistic appearance. Tilemap and Sprite sheet rendering Tilemap and sprite sheet rendering are techniques that use pre-drawn 2D images to create efficient and high-quality 2D graphics for games and applications. Colored text rendering per character Enables the rendering of individual characters of text in varying colors, allowing for more stylized and customized text display in a 3D scene. Lines rendering Involves drawing lines in a 3D engine, which can be used to create wireframes, outlines, or other line-based effects, allowing for more flexible and creative rendering options. Animated skinned mesh by skeletal Involves animating 3D models by using skeletal rigs to manipulate and deform the model, allowing for realistic movement and animation.

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