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ReadMe.aros: ZeEngine by Optimus (adapted from the GP2X version). This 3d engine tests the performance of a few internal 16-bpp models with SDL software rendering. An IconX script is provided. Or you could use the -f command line argument for full screen display. Left & Right arrows: next or previous model. Up & Down arrows: next or previous render mode. From the ZeEngineGP2X.txt: ZeEngineGP2X (some random version with source code released) Here it is. Do what you wish with that. Just tell me about. It's nice to know this has inspired or used in other projects. Optimus p.s. To run the binary example, don't forget to place the file porsche.3do in the same dir as ZeEngineGP2X.gpe. p.p.s. This example is like my previous release of this engine, except from the fact that it displays a 10000 polygon Porsche running at about 20fps. I have tried to load heavier objects,those are not included here though. It's up to you now.. p.p.p.s. I didn't organize the code well with some examples, as I said I was planning, though under popular demand, I decided to release it as it is, even if it's unfinished. There is no routine to load any 3d object format files, just my own 3d object struct and some files converted to fit to it. You can easilly adapt a 3ds or lwo loader to my object struct. Anyways, if you need any help and I have time to reply, my email is optimus6128()yahoo.gr From the Optimus website: This engine was originally developed in need for my gamepark demos and similar handheld devices at the time that don't have a 3D GPU. At one point I've decided to release the source code to the public as GPL (initially for the GP2X handheld and later a PC compiled version too). This version let's you cycle through various high poly count objects and change between different shading types. I have tried in one case to load a 70000 polygon object on GP2X and much higher polygon models on the PC executable. Additional code was written to generate surface and vertex normals once from 3d vertex/polygon information in faster ways than in the past, which was essentialy critical for the high polygon objects.