What is WinGeo3DS? Originally intended to give 3D programmers access to commonly used algorithms and manipulation of matrices all included in a easy to use library. It has since evolved into much more than several functions and has become somewhat of an early 3D Game Engine. WinGeo3DS now gives the programmer the ability to load models and skins from standard file formats, manipulate the 3D scene, and manage user feedback in just a few commands.
Over the years development has stopped on this engine due to the wide array of well established open source 3D Engines such as Irrlicht, OGRE, Panda3D, and the ever popular Blender Game Engine. All of which have such a wide community and extensible set of libraries.
Watch the larger video demo of WinGeo3DS on YouTubehere
What can WinGeo3DS do?
Since it's based on basic geometry such as points, lines, and planes. It gives the programmer access to functions that calculate intersections between all these structs as well as other helpful fuctions like cross products, conversion to unit vectors (normalization), magnitudes, scalars, parallels, and numerous other geometric math that is useful when making a 3D application.
The collision detection is unique in that it doesn't use binary space partitioning but rather a method of sorting polygons into clusters called bins. This gives the ability to do effective bounding-box collision detection as well as a more common lines intersecting polygons. This gives the 3D engine more flexibilty for quicker less accurate collision detection while still having the option for accurate collision detection when needed.
What file formats does WinGeo3DS support?
AutoDesk (.3DS)
Quake 2 (.MD2)
Bitmap (.BMP)
PCX Paintbrush file
How is rendering done?
Rendering is achieved through OpenGL.
Open-source? WinGeo3DS is in-fact an open-source project but as of this time much of the code is not documented yet.