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The SceniX engine (previously termed the NVIDIA Scene Graph or NVSG) is an established solution as a cross-platform, object-oriented programming solution for software developers to quickly create interactive OpenGL applications having the highest degree of interactive performance and realism.
Unlike most scene graphs, SceniX was designed around shader usage for applications requiring high image quality and the flexibility to share shaders via CgFX.
Give SceniX a try to see just how useful it can be!
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The SceniX Scene Graph Interface for NVIDIA GPUs is a high-performance,
well-documented API for interactive realtime 3D graphics. SceniX was developed
for the realtime rendering of scenes containing a large number of dynamic objects.
SceniX is a language-independent scene graph interface that supports high
realism. The interface is designed to provide developers with the flexibility
needed to customize their application. SceniX includes an API for shader programming,
a runtime system for heterogeneous platform support, and a library of source
code modules for both easy and complex shader creation. SceniX supports NVIDIA
hardware from version 1.2 on up.
SceniX allows rendering of large numbers of scene objects as interactive,
manipulable 3-dimensional graphic objects. Because each object has a unique
shader, SceniX is suitable for applications demanding realistic image quality
and high rendering performance. SceniX can render entire scenes in realtime
for interactive, customizable visualizations. SceniX code can be compiled into
Shader programs, can be compiled into CgFX modules, or can be used in standalone
SceniX requires that developers use a shader language to define shaders for
scenegraph rendering. A shader language, or shader library, is a software
implementation of a language that provides a compiler and set of operators
that describe the transformation of data from a low-level representation to
a high-level representation for execution on a GPU. The SceniX scene graph
features an optional shader compiler to generate shader code for the GPU. SceniX
shaders can be written in a variety of shader languages.
SceniX supports multiple shaders in the same SceniX scene. Users can create
shaders that accept parametric data from a SceniX scene and output linear
or GLSL-style vertex and fragment shaders for that scene. SceniX scene graphs
can specify shader parameters to customize the rendering of different objects.
A shader can be shared across a scene, from one object to another; the shared
shader is a shader for the entire scene. Shaders can also be static, meaning
that they are same every time the shader is run.
SceniX includes a cross-platform runtime system for launching applications
that use SceniX shaders, providing seamless performance on all platforms.
SceniX runs on any target CPU platform that supports Cg
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NVIDIA SceniX empowers developers to create virtual worlds, level editors, and game designers with stunning realism and spectacular interactive performance. By harnessing NVIDIA Scenic for Scene Graph, developers can create environments with unlimited interaction potential and stunning real-time quality.
SceniX, a plugin available to NVIDIA NVS SDK, delivers rapid workflow with outstanding interactivity and more than enough horsepower to handle complex scenes. With SceniX, development time for creating interactive worlds is reduced. Developers can take advantage of the NVIDIA Scenic plugin to write code to run on GPU instead of CPU using NVIDIA OpenCL technology, without sacrificing interactivity and performance. Using NVIDIA SceniX, you can link together environments and create lush, immersive worlds. You can even create a multiplayer environment where users share a single GPU.
Developers can also use SceniX to make their games and applications more fun and intuitive. Take the complexity out of creating games by replacing the complex math involved in collision detection and motion generation with smart decision trees (rules). Instead of attaching complex accelerometers and sensors to a player and constantly checking for events and conditions, switch to an easy-to-use event driven engine that provides events whenever certain conditions are met.
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What is the difference between a game engine and a game framework?
A game engine is software that takes care of things like input and output. It might provide a way to create objects and to draw them, it might provide a method to get input, it might even provide ways to access saved data.
A framework takes care of things like networking, input and output, time. It might provide ways to create objects, it might provide a collision detection system, it might provide ways to save and load objects, etc.
In other words the engine might provide a basic workflow, while the framework provides the tools to develop content using that workflow.
If you make a game with SceniX, have you also considered Unity?
We have only addressed this at a very low level, so at this stage it is almost irrelevant.
SceniX is definitely a game engine, it is not a game framework in itself. It needs to be used with a game framework to make it useful.
A framework provides a basic functionality, which also allows the developer to extend the functionality. A framework can be seen as an application programming interface (API).
In other words, you wouldn’t want to develop an engine with Unity as it
NVIDIA SceniX (Final 2022)
SceniX is a lightweight C++ object-oriented framework for the development of top-notch graphics applications. Highly interactive, scalable and fast, it also provides highly optimized algorithms for image processing, physics simulation and rendering. SceniX is OpenGL® based and it utilizes shader programming. All SceniX code is easily portable from NVIDIA GeForce to PowerXcell platforms.
SceniX describes a scene graph, an object-oriented environment for creating interactive games and demos. From abstract to realism, game designers can now quickly create great-looking, high-performance, real-time games and demos. Built for the Windows® and Linux® platforms, SceniX enables developers to easily take advantage of the latest OpenGL™ features and maintain the highest degree of performance and interactive interactivity for their games. SceniX also integrates seamlessly with the X-Plane and X-Plane Pro flight modeling systems.
How it Works:
Unlike most 3D frameworks, SceniX was designed around shader usage for applications requiring high image quality and the flexibility to share shaders via CgFX. SceniX provides a unified way to achieve this by defining a shared shading language and providing a set of shader translation functions. By utilizing this approach, SceniX can provide the most optimized performance on all NVIDIA platforms, since all shading is done within the driver.
SceniX uses OpenGL extensions to standardize its programming model. All programs are written in the C++ language, with the exception of the pathtracing feature. SceniX is completely free to use and requires only an OpenGL environment. It is completely portable between Windows and Linux, and many of the examples shown are available as source code so you can customize or enhance them.
SceniX provides the most optimized performance on all NVIDIA platforms, since all shading is done within the driver.
SceniX tightly integrates with the X-Plane and X-Plane Pro flight modeling systems, so user input can be applied to the model through shader programming.
SceniX supports 32 and 64 bit Windows and Linux operating systems.
SceniX supports multiple windowing systems and toolkits, including Windows, Linux and OpenGL.
SceniX provides a flexible OpenGL interface to all rendering methods. Shaders can be easily used via shader programming.
SceniX includes a thin extension for pathtracing, to enable interactive applications for that feature. Pathtracing is a first
What’s New in the?
SceniX is a cross platform software engine.
Developers can rapidly assemble 3D scene graphs and package them as dynamic 3D scenes. SceniX provides state-of-the-art support for “objects”, “light sources”, “shaders” and “audio sources”.
SceniX enables developers to express complex 3D scenes using simple declarative rules.
Software developers can focus on the application logic instead of programming to a fixed set of 3D scene graph objects and lights.
SceniX is platform independent and opens up a whole new world for game development.
SceniX offers all the benefits of OpenGL and DirectX in one seamless, high performance, easy to use package.
On Windows, SceniX can use DirectX 9 and OpenGL, simultaneously, and automatically selects the fastest hardware platform.
On Mac OS, SceniX runs natively and doesn’t require an engine plugin. On XCode, it uses the OpenGL 2 context and runs simultaneously with OpenGL 3 when available on the platform.
On Linux, SceniX runs natively and requires no additional Linux plugin. The plugin is also not needed on the other three platforms.
SceniX includes a new graphics API for Linux that enables drivers and developers to implement and customize the OpenGL or Direct3D interface completely.
SceniX includes a new shader interface for Linux that allows OpenGL and OpenGL ES shaders to be used on the platform.
SceniX supports multiple dynamic lights.
SceniX does not require a fixed set of lighting models (varying with the scene) and can dynamically switch lighting models on the fly. SceniX supports point, directional, spotlight and indirect lighting.
SceniX supports morph targets with custom bone matrices on Windows, Linux and Mac OS.
SceniX supports UBO, UAT and UDS datatypes, so it can be used with first and second generation OpenGL inclusions.
SceniX has an integrated mechanism for converting geometry formats between legacy (e.g., glBegin etc.) and modern (e.g., glVertexPointer) commands.
SceniX includes a full-featured set of tools for creating a 3D scene.
SceniX includes a level editor with an integrated set of tools for creating and editing models.
SceniX includes a full plugin architecture that allows developers to rapidly create new types of 3D scene and meshes.
SceniX includes a full input system for desktop applications.
System Requirements For NVIDIA SceniX:
OS: Windows XP
Processor: Core 2 Duo, 2.0 GHz, or faster
Memory: 2 GB
Graphics: DirectX9-compatible video card, 128 MB VRAM
DirectX: Version 9.0c (compatible with DirectX 9.0)
Network: Broadband Internet connection
Hard Drive: 600 MB available space
OS: Windows Vista