Retrieved from [a web archive of Antennahead Industries' old
website][1], this is the 3D engine SDK that powered Shatterbat (and
presumably later on, Sanctity). Also included are some demos.
It sounds like you might need the Multiprocessing SDK from Daystar or
Apple in order to build these examples, but I was not yet able to find
a copy.
This is the March 1997 release.
Major Features:
* very, very fast
* unconstrained true 3D environment
* arbitrary convex polygons
* free-form texture-mapping
* six degrees of freedom
* solid or texture-mapped polygons
* full sprite package
* compressed textures minimize memory use
* transparent and translucent sections on textures (1.x)
* light sources, depth cueing, Gouraud shading (2.0)
* no BSP trees or other static data structures -- objects can move
freely or be added or removed from the scene with no rebuilding of
data structures
* linear or quadratic texture-mapping
* high-res, pixel-doubled, and interlaced rendering
* arbitrary window sizes
* renders to both 8- and 16-bit screens
* freely available for development
* takes advantage of multiprocessing
* cool name
Compatibility
Architecture: PPC
CodeWarrior
[1]:
https://web.archive.org/web/19980425064604/http://antennahead.com/cabala/