What's next: Genesis3D 3.x

It's time to bring Genesis3D into the future by bringing back an API from the past.

The public API of the WildTangent Web Driver had it's shortcomings but for the most part, was a well thought out API that allowed small teams (5 or less) to make commercially viable products on short release schedules (3 months was the norm.) The aim of Genesis3D going forward is to provide a Vulkan/MoltenVK cross platform engine with an API drawing inspiration from the Web Driver such that small teams can create games with ease.

Tools will be cross platform, written in C++ with QT.

Lastly, wrappers will be created to extend the engine into managed languages. I'm hopeful that when the time comes, we can integrate with the JIT-less V8 javascript engine to allow developers to write their games using Genesis3D entirely in javascript and not have to worry about porting to hardware/operating systems. This will allow us to write our engine ecosystem into platform specific applications that simply run your javascript based game. You write the game once, it works wherever you want it to run.

It's going to be a lot of work but if you're a seasoned programmer with knowledge of engine development, please consider joining the team to help bring what was once a prominent open-source project back to life.

Genesis3D 2.0

Genesis3D 2.0 was a ground up rewrite in C++ and unfinished at the time WildTangent acquired Eclipse Entertainment. The commercial fork of Genesis 2.0 went on to become one of the most widely used 3d graphics engines in history as the WildTangent Web Driver. Installed on over 100 million machines, including all new OEM PCs from HP, Dell, Toshiba, and others the engine was a browser based ActiveX control powering games, music visualizers, 3d advertisments, and as the rendering engine to the predecessor of Google Maps, which was a website called MapStream. The open source fork of 2.0 became Jet3d, which you can find over at http://www.jet3d.com.

Genesis3D 1.2 to 1.6

Genesis3D versions 1.2 through 1.6 continued from the original C based engine and were versions developed by the open-source community post-dating the acquisition of Eclipse Entertainment by WildTangent. The community ultimately attempted their own ground up C++ version called Destiny3D in order to get out from under the somewhat restrictive licensing the 1.x and 2.x branches had. The installers from that era don't work on modern versions of Windows and the Sourceforge projects are gone, leaving these versions to be lost to the ages.

Genesis3D 1.1

Created by Eclipse Entertainment between 1996 and 1999 and later acquired by WildTangent in the year 2000, Genesis3D was one of the first open-source rendering engines and served the interest of a large base of aspiring game developers, many of which became professional game developers and still serve in the industry today.

While no longer viable on today's modern hardware the engine lives on as a historical artifact as we look to turn the page to a new chapter in modern graphics engine development. If you care to develop with Genesis3D 1.1, you may do so, free of licensing obligations as the engine is abandonware and the stakeholders are long gone.