The henge 3d engine project started at 18/10/2008.
grab a copy of the code from: svn://nuclear.dnsalias.com/pub/henge
[24/10/2008] Milkshape3D file loading (model/textures ripped from WoW)
[25/10/2008] Wavefront OBJ file loading (exported from blender)
[27/10/2008] The particle system of 3dengfx was ported over to henge, and tested inside an obj
scene exported from blender. Also in order to test the GLSL shaders, the walls
are per-pixel lit.
[19/11/2008] Implemented render to texture (both FBO, and faked with
glCopyTexSubImage). A render-target stack is provided, to support recursive
render to texture as demonstrated by the following screenshot:
[8/12/2008] Hacked a normalmap shader test. Tangent attributes are looking good
:)
[11/12/2008] Fractal terrain + heightmap + normalmap
[20/03/2009] Cubemap support was half-implemented from the start. Finished and debugged cubemap loading, and wrote a simple fixed function cubemap reflection test.