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https://github.com/jango73/quick3d
Qt based 3D engine with geo-referenced entities
https://github.com/jango73/quick3d
3d engine georeferenced global lod opengl qt realtime scenery terrain
Last synced: 3 months ago
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Qt based 3D engine with geo-referenced entities
- Host: GitHub
- URL: https://github.com/jango73/quick3d
- Owner: Jango73
- License: gpl-3.0
- Created: 2016-06-01T17:14:48.000Z (over 8 years ago)
- Default Branch: master
- Last Pushed: 2019-06-25T11:22:26.000Z (over 5 years ago)
- Last Synced: 2023-10-20T20:38:05.765Z (over 1 year ago)
- Topics: 3d, engine, georeferenced, global, lod, opengl, qt, realtime, scenery, terrain
- Language: C++
- Size: 93.7 MB
- Stars: 14
- Watchers: 5
- Forks: 3
- Open Issues: 10
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Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# Quick3D
Qt based 3D engine with geo-referenced entitiesThis used to be a very simple 3D engine that could show a 3D terrain and objects.
But it has been pushed much further and is now a general purpose engine.## Building
Open .pro file in Qt Creator and build **without** shadow build option.
## Features
* Global terrain with automatic level of detail. Can be generated from real earth elevation data or procedurally and can be populated with vegetation.
* Geo-referenced objects, with parent-child relationship
* Q3D file format, with a python script to export from Blender
* Scenes are setup in a XML file or at runtime
* Basic animation classes## Things to code or to fix
### Optimize
* Frame rate drops too fast when scene goes up in complexity. Probably too much overhead on object/material setup.### Terrain
* Tile seams : for now, seams between terrain tiles are visible. Should create small patches on edges to match tiles.
* Z-fighting : should use an adaptive z-buffer depth to avoid this.
* Loading : sometimes tiles simply don't show up.
* Vegetation rendering : vegetation objects (and all alpha containing objects) should be rendered last to avoid alpha problems.
* Vegetation spawning : still some bug in this algorithm.### Animation
* Skinning : nothing done yet.### Camera
* Frustum : sometimes objects disappear because they are not considered inside the viewing frustum (although we know they are).### Materials
* PBR rendering : allow scripting of PBR methods for realistic shading.
* Shaders: there are some artefacts due to bad looping when using perlin noise.