Neothyne
Neothyne is an attempt at getting back to the roots of good old twitch shooting
akin to that of Quake World.
Here's what it looks like currently

Philosphy
A modern dependency free game engine to make a twitch shooter with
Status
As of late Neothyne is just an engine offering
- 
Efficent KD-tree (which allows for)
- Efficent static and sweeping collision detection
 - Efficent scene management
 - Smooth world traces for accurate and efficent collision response
 
 - 
Deferred renderer (which can do)
- Directional lighting (with ambient and diffuse terms)
 - Specular lighting (with power and intensity terms)
 - Point lighting (with omnidirectional shadow mapping)
 - Spot lighting (with shadow mapping)
 - Skybox
 - Soft particles
 - Normal mapping (dot3 bump mapping)
 - Displacement mapping (steep parallax and relief mapping)
 - Fog (linear, exp and exp2)
 - Fast approximate anti-aliasing (FXAA)
 - Screen space ambient occlusion (SSAO)
 - Vignette
 - View frustum culling
 - Skeletal model animation (IQM)
 - Variable color grading (supporting)
- Color balance (shadows, midtones and highlights)
 - Hue, lightness and saturation
 - Brightness and contrast
 
 
 - 
Scripting language (Neo language)
- Heavily inspired by Javascript, C++, Lua, Ruby, C#, Java (In order of inspiration)
 - Dynamically typed (with optional typing)
 - Structured
 - First class values
 - Lexically scoped
 - Type rich (function, method, bool, int, float, string, array, object)
 - Object oriented (Single inheritence multiple-interface)
 - Garbage collected
 
 - 
Fire and forget audio mixer (which can do)
- Multiple sound sources (global and local)
 - Faders (adjust volume, speed, panning over time)
 - Dynamic audio control
- Fade volume, speed, panning, etc.
 - Panning
 - Speed
 - Filters
- Echo
 - Biquadratic Resonance Filters
- Low pass
 - Hi pass
 - Band pass
 
 - DC Blocking
 
 - Audio grouping
 
 
 - 
Immediate-mode graphical user interface (which can do)
- Buttons
 - Items
 - Check boxes
 - Radio buttons
 - Windows
 - Collapsible areas
 - Labels (left-justified text)
 - Values (right-justified text)
 - Sliders (horizontal and vertical)
 - Indentation
 - Headers (vertical separations and lines)
 - A variety of raw rendering primitives (such as)
- Lines
 - Rectangles
 - Text
 - Images
 - Models
 
 
 - 
Console (which allows for)
- Global configuration
 - History and tab completion
 - Reactive changes to various engine components (including renderer)
 
 - 
Asset optimization (which can do)
- Online texture compression
 - Online linear-speed vertex cache optimization
 - Online half-precision float conversion
 - DXT end-point optimization (helps old hardware DXT decode fetches)
 
 
Goals
- Networking (client/server model)
 - Build the game
 - Scripting
 
Etymology
- Neo (Old English from Proto-Germanic: 
nawiz,nawaz, i.e: "corpse") - Thyne (Old English: 
thyn,þyn. Cognate to German:dein, i.e: "yours") 
In modern English: "your corpse"
Screenshots
An imgur album of screenshots showing the engine and development of it can
be found here
Build
Please check the build documentation
System requirements
Neothyne requires a GPU which is capable of GL 3.0. Modern low profile GPUs may
function poorly. (Note: Some cards are advertised as being GL 2 capable, but
with newer drivers, can become GL 3 capable. This is the case for some cards in
the GeForce 8 series, for example.)
Documentation
Documentation may be found in the `docs' directory.