Crystal Space 1.0 Released!

January 17th, 2007 by Crusader

It’s been a long road getting from there to here (there being… well, here – CS was hosted by LinuxGames back in the day), but Crystal Space has now reached version 1.0!:

After nearly 10 years of development we are very proud to release version 1.0 of Crystal Space. Crystal Space is an Open Source and portable 3D engine framework which runs on GNU/Linux, Windows, and MacOS/X. It is fully featured with support for vertex and fragment shaders, dynamic lighting and lightmaps, skeletal animation, physics, 3D sound, terrain engine, python support and much more.

Together with Crystal Space 1.0 we also release Crystal Entity Layer 1.0. This is a game layer on top of Crystal Space which makes it easier to develop games. Crystal Entity Layer is heavily oriented towards scripting (but also works in plain C++) and adds features like customizable third person camera, movement system, quest system, rule system, path finding and so on.

We would also like to announce a relatively new project called CELstart. To use Crystal Space and Crystal Entity Layer effectively you need to make your own C++ programs. If you download CELstart then you can start making full powered Crystal Space games by using only XML and/or Python scripts. It is by far the easiest way to make 3D games using Crystal Space.

Download: [ ]

4 Responses to “Crystal Space 1.0 Released!”

  1. Anonymous Says:

    10 years, some effort! hats off my friends

  2. Hohlraum Says:

    Thats roughly how many years old the graphics this thing creates look.

  3. Anonymous Says:

    The graphics are no older looking than your ability to create them..dont blame CS for your short comings…also unlike ALL other engines out offers celstart &/or pyceltart along with blender2crystal to allow even non programmers to enjoy game creation using blender!!

    bring it on!

  4. Anonymous Says:

    Ogre is slow as hell.

    Ogre was a true Direct3d Engine in the past and was ported to OpenGL, but it uses the OpenGL pipline in the wrong way.
    Another solution wasn’t possible because the conept is based on rules how DirectX works (Ogre is ok for DirectX but not for OpenGL).

    For an OpenGL pipeline your program must work this way:


    Ogre does it NOT this way.
    It blocks the whole programm in the swap buffer.
    -> CPU lag and slow spead

    If you want write an OpenGL based game, don’t use Ogre! (but as i said, it is ok for an DirectX based game)

    And here Crystal Space is much better, it was designed for the OpenGL rendering pipline in mind
    and is because of that a lot faster than Ogre in OpenGL.

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