- Features and characteristics -


Delegates to existing libraries: The goal is not to re-invent things. PVLE uses (when possible) libraries that already do what we want, and integrates them together without hiding them. For instance, physics and scene graph libraries are used to create objects ('entities') that have 3D and physics properties.

Performant: The engine uses the power of tested and well-known libraries. PVLE itself does the maximum to keep performance while adding features over those libraries.

Modern: Source code is clean, documented, reuseable, object-oriented and designed with a modern C++ style. Those who develop PVLE should not be afraid of templates, design patterns (singleton, visitor...), callbacks, modularity and more... However, the users of PVLE can use features without knowing much of these, as described below.

Portable: PVLE itself and its dependencies are written in standard C/C++ and are cross-platform.

Easy: The engine is meant to leave to the user (ie. game developer) few things to do. By default, values are set so that if fits the most common goals.

Small and simple: Applications may stay rather simple. You may not be able to produce amazing games nor cutting-edge effects if dependencies don't offer them. PVLE does not intend to challenge the last huge game engines written with hundred of programmers and million tons of money.

Pro: Though small and simple, PVLE is written to support high-grade applications. Thus you can find features like "Check online for updates" (with proxy support) that not all applications actually have (even expensive ones!).

Generic: PVLE is a generic engine, in the sense that it does not fit one particular application type. It is simply an engine for real-time applications and simulations. Of course, it may more fit games with classes such as 'Ammo' and 'Team', but these are just additional features.

Open: Project is open source (GPL), cross-platform (Windows, linux, Mac and maybe more) and opened to any developper. Just contact Sukender.


3D / display



Entity is "what you see in the game": an object with 3D, physics and networking properties.



This part is at the moment less-than-alpha. But it should include:




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