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AQUYNZA is a C++ platform for the development of virtual reality and physically-based simulation.

Please note that this software is being developed in the beauty Colombia, where everybody talk spanish. If you apreciate this work and you are interested in contribute in some way, just translating anything you can from this project and/or documentation would be of great help for us.

You are invited to check out the spanish version, so pictures and diagrams can give you an idea of the project.

If you are interested, please contact us via Internet e-mail at:

From here you'll see a basic english page, with some links to the complete spanish version.


WHAT IS AQUYNZA AND WHAT IS USEFUL FOR?

AQUYNZA is a software architecture for application development with virtual reality and physically based simulation facility needs. It consists of three main parts:
  • A compound of applicatios, which may be of general public interest (the final users), due to the fact that can do useful things.
  • A compound of libraries: which can be used by application developers, and which must be installed by the final users to be able to run the AQUYNZA based applications.
  • A compound of test programs: useful for the application developer. It shows in a simple manner the use of AQUYNZA libraries services.
AQUYNZA is free software (it is distributed under the terms and conditions of the GNU's LGPL), and it offers 5 groups of specific functionalities:
  • 3D geometric modeling
  • Simulation
  • Visualization (raytracing and zbuffer)
  • Platform independent Graphic User Interface (GUI)
  • Special hardware device access
Some examples of applications which are easy to build with AQUYNZA are found in the AQUYNZA snapshots page. To get a quick estimate of the AQUYNZA characteristics, you can take a look to the page of technical data and statistics.

A LITTLE BIT OF AQUYNZA'S HISTORY

AQUYNZA means impossible in chibcha, an ancient native dialect that was spoken in which nowadays is the central zone of Colombia, area where AQUYNZA was first developed. The impossible term has been chosen because what the system tries to do is to simulate the universe, which as it can be probed, cannot be done!

AQUYNZA is the result of the experience of the author, Oscar Chavarro, in the use of systems like OpenGL, Iris Performer, Java3D and VRML, of which great part of the feeling and the design of software has been inspired. AQUYNZA is implemented in C++, and it has been in constant development from august 1998, under the master thesis work of the author.

AQUYNZA is the third generation of this kind of system made by the interest group in computer graphics of Los Andes University, towards a physically based simulation platform oriented to virtual reality. The first antecedent goes back to middle 1996, when in a project of solid modelling and object oriented programming (OOP) a scheme for the coexistence of multiple geometric representations was implemented. Later, in 1997, the system NUKAK was developed, which simulated spaces with autonomous objects. Both systems turned out to be very complex and difficult to maintain, reason why a total reformulation of the ideas was in the present proposal, AQUYNZA, a system build upon OOP standards, which much more robust compared to previous efforts inside the computer graphics group in Los Andes University.

At the moment, AQUYNZA as shown to be quite solid, portable, efficient and re-usable. In spite of suffering of a hard learning curve, the system is well behaved and documented and it has been decided to release it to the open source community in the Internet under the GNU's LGPL license. Due to the lack of implementation in a lot of operations, the system is catalogued in ALPHA state (that is to say, in pre-beta) and must be considered like work in progress. To say it in other words, AQUYNZA pretends the construction of a physical virtual reality, simulated and parallel, as the one exposed in the film The Matrix, and to achieve that, it is perhaps necesary to have another 200 years of development... so, there is no planned dead-line or date in which to achieve beta or stable status... but this by no means can be interpreted so as the software is not evolving.


Last change: july 9 / 2004.

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