 | | The first tutorial ('hello world !') is available via the forum. You will learn how to generate a rudimentary world. Notions such as Object, HeightField, Camera, Environment, and of course, Shaders are tackled briefly to familiarize yourself with the aeliom language. The set of files to follow it is linked in the tutorial itself. Feel free to comment directly in the forum... | | |  The aeliom 1.1.2 release is available to download now... This minor version corrects some severe bugs relative to non NVidia 3D graphics paths (non optimized paths). The interface languages now include German (thanks to Maik Ludewig translation).
aeliom is the place where true per-pixel rendering quality meets 3D real time exploration !
Each of your world description rarely exceeds 20 kb, but embraces more than 200 km2 of complex sky-lighted terrain with architectural elements and rich environments (fog, sky rendering, volumetric clouds with projected shadows, water reflections, waves, ...).
Do not hesitate, aeliom (viewer + run-time compiler) is free for personal use ! Download & try it !  The forum (main menu / community / forum) is open ! Please, do not hesitate to contribute to the aeliom discussion board. Questions, suggestions and feelings are welcomes ! There is no need to register to post a reply, but the registration will allow you to participate more actively to the community (polls, moderator, private messages, ...). The forum is yours, feel free to appropriate it.  Thanks to the fabulous phpBB technology, the forum will open in a few day ! Stay tuned...  A new site section is accessible. The project status page (main menu / community / project status) will allow you to follow aeliom and upcoming products development progression. To date, you will find some information about the next aeliom version (1.1.2), the future aeliom major release (2.0), and about our worlds modeller : aeliom forge.  The aeliom portal was partially re-designed. The main menu is more accessible, we improve the color palettes and patterns, the news become available through a single column... We transfer the aeliom specifications and features from the news to the new products pages. Finally, most pages are now displayed into the main window (less pop-up windows).
Feel free to comment the modifications, or contact us if you encounter a problem.  Even if you hear of us there is just 2 months, this is today the first birthday of iLuaC software.
I would like to thank you for all, and I hope that we will be here in one year to celebrate the second birthday. There is a lot more stuff to come ! ;)
And bear in mind that aeliom is yours ! Feel free to contact us to influence its evolution.
Cyril
  | aeliom fully exploits OpenGL 1.3 specifications. Be sure that your graphic board is OpenGL compliant. |
We also make use of chip-designers specific extensions (essentially nvidia), such as vertex range or texture shader ones, to provide you the best experience ever.
aeliom was built with OpenGL 2.0 target in mind...
If you take an interest in OpenGL programming, we firmly suggest you to acquire this book.
Our (really) modest contribution to this book : Color plate 24. 2 pages before the Quake screenshots ;) We are really proud of this !  Want to build and share experiences with other aelionaut, through your best aeliom universes ?
We imagine a way to connect your creations with games : aeliom games let you imagine infinite ways to add consistency in aeliom worlds !
First aeliom games will appear in 2003.  We want it powerful... So we create the aeliom language... We want it as simple as playing Lego... So we are developing aeliom forge !
No need to write shaders with the aeliom language, or to describe geometric structures by hand. aeliom forge allows to drag&drop pre-constructed elements from libraries (forms, materials, environments, ...), and let you modify or create yours.
aeliom forge will be available by the end of the year (2002 ;-)... We will provide a pro version a few month later. Stay tuned !  iLuSEON engine consists of several innovation in 3D RT rendering. The iLuSEON engine allows :
run-time rendering and geometry generation, high order surfaces & Boolean ops, LOD for both surfaces and materials, true displacement mapping, complex per-pixel materials with shaders via a high-level powerful language, real-time planar reflection via portals, pixel shaders, cube mapping (including displacement mapping), view frustum management (via octree), geometry coherency, volumetric cloud, ... Contact us to get more information about our licensing programs. |