3d Game Engine
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- 3d Game Engine
- 3d Game Engine Design
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Bring your game alive in the day with sun shafts or take your players down midnight streets glowing with neon signs or into shadowy tunnels. Real-time rendering engine: Produce amazing visual fidelity with Real-Time Global Illumination, Raytracing and Physically Based Rendering.
Nov 29, 2018 As you can imagine, 3D game engines tend to be more complex with steeper learning curves. Your art skills: Some engines come with a visual editor that lets you create art directly in them. Usually, this means pixel art or terrain maps (you can always import your characters and backgrounds from other programs too). 181 rows Game engines are tools available for game designers to code and plan out a game quickly. Unity is a proven game engine. It is used by a wide range of developers - from small indies to triple-A companies such as Microsoft, Paradox, Square Enix and Sega. The game engine you waited for. Godot provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel. Godot is completely free and open-source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code. Panda3D is an open-source, completely free-to-use engine for realtime 3D games, visualizations, simulations, experiments — you name it! Its rich feature set readily tailors to your specific workflow and development needs. Unparalleled Power and Flexibility Panda3D.
A game engine is a software-development environment designed for people to build video games. Developers use game engines to construct games for consoles, mobile devices, and personal computers. The core functionality typically provided by a game engine includes a rendering engine ('renderer') for 2D or 3Dgraphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and may include video support for cinematics. Implementers often economize on the process of game development by reusing/adapting, in large part, the same game engine to produce different games[1]or to aid in porting games to multiple platforms.[citation needed]
- 2Components
Purpose[edit]
In many cases, game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a by developing robust software suites which include many elements a game developer may need to build a game. Most game engine suites provide facilities that ease development, such as graphics, sound, physics and AI functions. These game engines are sometimes called 'middleware' because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market — all critical factors in the highly competitive video game industry.[2] As of 2001, Gamebryo, JMonkeyEngine and RenderWare were such widely used middleware programs.[3]
Like other types of middleware, game engines usually provide platform abstraction, allowing the same game to be run on various platforms including game consoles and personal computers with few, if any, changes made to the game source code. Often, game engines are designed with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game middleware components. Some game engines are designed as a series of loosely connected game middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated product. However extensibility is achieved, it remains a high priority for game engines due to the wide variety of uses for which they are applied. Despite the specificity of the name, game engines are often used for other kinds of interactive applications with real-time graphical needs such as marketing demos, architectural visualizations, training simulations, and modeling environments.[4]
Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality needed by games. These engines rely upon the game developer to implement the rest of this functionality or assemble it from other game middleware components. These types of engines are generally referred to as a 'graphics engine', 'rendering engine', or '3D engine' instead of the more encompassing term 'game engine'. This terminology is inconsistently used as many full-featured 3D game engines are referred to simply as '3D engines'. A few examples of graphics engines are: Crystal Space, Genesis3D, Irrlicht, OGRE, RealmForge, Truevision3D, and Vision Engine. Modern[when?] game or graphics engines generally provide a scene graph, which is an object-oriented representation of the 3D game world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds.
As technology ages, the components of an engine may become outdated or insufficient for the requirements of a given project. Since the complexity of programming an entirely new engine may result in unwanted delays (or necessitate that the project be completely restarted), a development team may elect to update their existing engine with newer functionality or components.[citation needed]
Components[edit]
Such a framework is composed of a multitude of very different components.
Main game program[edit]
The actual game logic has to be implemented by some algorithms. It is distinct from any rendering, sound or input work.
Rendering engine[edit]
The rendering engine generates animated 3D graphics by any of a number of methods (rasterization, ray-tracing etc.).
Instead of being programmed and compiled to be executed on the CPU or GPU directly, most often rendering engines are built upon one or multiple rendering application programming interfaces (APIs), such as Direct3D, OpenGL, or Vulkan which provide a software abstraction of the graphics processing unit (GPU). Low-level libraries such as DirectX, Simple DirectMedia Layer (SDL), and OpenGL are also commonly used in games as they provide hardware-independent access to other computer hardware such as input devices (mouse, keyboard, and joystick), network cards, and sound cards. Before hardware-accelerated 3D graphics, software renderers had been used. Software rendering is still used in some modeling tools or for still-rendered images when visual accuracy is valued over real-time performance (frames-per-second) or when the computer hardware does not meet needs such as shader support.
3d Game Engine Design Pdf
With the advent of hardware accelerated physics processing, various physics APIs such as PAL and the physics extensions of COLLADA became available to provide a software abstraction of the physics processing unit of different middleware providers and console platforms.
Game engines can be written in any programming language like C++, C or Java, though each language is structurally different and may provide different levels of access to specific functions.
Audio engine[edit]
The audio engine is the component which consists of algorithms related to the loading, modifying and output of sound through the client's speaker system. At a minimum it must be able to load, decompress and play sound files. More advanced audio engines can calculate and produce such things as Doppler effects, echoes, pitch/amplitude adjustments, oscillation, etc. It can perform calculations on the CPU, or on a dedicated ASIC. Abstraction APIs, such as OpenAL, SDL audio, XAudio 2, Web Audio, etc. are available.
Physics engine[edit]
The physics engine is responsible for emulating the laws of physics realistically within the application. Specifically, it provides a set of functions for simulating physical forces and collisions, acting on the various objects within the game at run time.
Artificial intelligence[edit]
The AI is usually outsourced from the main game program into a special module to be designed and written by software engineers with specialist knowledge. Most games will implement very different AI systems, and thus, AI is considered to be specific to the particular game for which it is created. Many modern game engines come packaged with search algorithms such as A-star and subroutines for baking level geometry into a Navmesh which can help speed up the process of scripting AI behavior.
History[edit]
Before game engines, games were typically written as singular entities: a game for the Atari 2600, for example, had to be designed from the bottom up to make optimal use of the display hardware—this core display routine is today called the kernel by retro developers. Other platforms had more leeway, but even when the display was not a concern, memory constraints usually sabotaged attempts to create the arose in the mid-1990s, especially in connection with 3D games such as first-person shooters (FPS). (See also:first-person shooter engine.) Such was the popularity of Id Software's Doom and Quake games that, rather than work from scratch, other developers licensed the core portions of the software and designed their own graphics, characters, weapons and levels—the 'game content' or 'game assets'. Separation of game-specific rules and data from basic concepts like collision detection and game entity meant that teams could grow and specialize.
Later games, such as id Software's Quake III Arena and Epic Games's 1998 Unreal were designed with this approach in mind, with the engine and content developed separately. The practice of licensing such technology has proved to be a useful auxiliary revenue stream for some game developers, as one license for a high-end commercial game engine can range from US$10,000 to millions of dollars, and the number of licensees can reach several dozen companies, as seen with the Unreal Engine. At the very least, reusable engines make developing game sequels faster and easier, which is a valuable advantage in the competitive video game industry. While there was a strong rivalry between Epic and id around 2000, since then Epic's Unreal Engine has been far more popular than id Tech 4 and its successor id Tech 5.[7]
Modern game engines are some of the most complex applications written, often featuring dozens of finely tuned systems interacting to ensure a precisely controlled user experience. The continued evolution of game engines has created a strong separation between rendering, scripting, artwork, and level design. It is now common, for example, for a typical game development team to have several times as many artists as actual programmers.[8]
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First-person shooter games remain the predominant users of third-party game engines, but they are now also being used in other genres. For example, the role-playing video gameThe Elder Scrolls III: Morrowind and the MMORPGDark Age of Camelot are based on the Gamebryo engine, and the MMORPG Lineage II is based on the Unreal Engine. Game engines are used for games originally developed for home consoles as well; for example, the RenderWare engine is used in the Grand Theft Auto and Burnout franchises.
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Threading is taking on more importance due to modern multi-core systems (e.g. Cell) and increased demands in realism. Typical threads involve rendering, streaming, audio, and physics. Racing games have typically been at the forefront of threading with the physics engine running in a separate thread long before other core subsystems were moved, partly because rendering and related tasks need updating at only 30–60 Hz. For example, on PlayStation 3, physics ran in Need For Speed at 100 Hz versus Forza Motorsport 2 at 360 Hz.
Although the term was first used in the 1990s, there are a few earlier systems in the 1980s that are also considered to be game engines, such as Sierra's Adventure Game Interpreter (AGI) and SCI systems, LucasArts' SCUMM system and Incentive Software's Freescape engine. Unlike most modern game engines, these game engines were never used in any third-party products (except for the SCUMM system which was licensed to and used by Humongous Entertainment).
As game engine technology matures and becomes more user-friendly, the application of game engines has broadened in scope. They are now being used for serious games: visualization, training, medical, and military simulation applications, with the CryEngine being one example.[9] To facilitate this accessibility, new hardware platforms are now being targeted by game engines, including mobile phones (e.g. Android phones, iPhone) and web browsers (e.g. WebGL, Shockwave, Flash, Trinigy's WebVision, Silverlight, Unity Web Player, O3D and pure DHTML).[10]
Additionally, more game engines are being built upon higher level languages such as Java and C#/.NET (e.g. TorqueX, and Visual3D.NET), Python (Panda3D), or Lua Script (Leadwerks). As most 3D rich games are now mostly GPU-limited (i.e. limited by the power of the graphics card), the potential slowdown due to translation overheads of higher level languages becomes negligible, while the productivity gains offered by these languages work to the game engine developers' benefit.[11] These recent trends are being propelled by companies such as Microsoft to support Indie game development. Microsoft developed XNA as the SDK of choice for all video games released on Xbox and related products. This includes the Xbox Live Indie Games [12] channel designed specifically for smaller developers who don't have the extensive resources necessary to box games for sale on retail shelves. It is becoming easier and cheaper than ever to develop game engines for platforms that support managed frameworks.[13]
Game engines as an industry[edit]
Producers of game engines decide how they allow users to utilize their products. Just as gaming is an industry, so are the engines they are built off of. The major game engines come at varying prices, whether it be in the form of subscription fees or license payments. [14]
One of the major game engines used to create several notable games such as Fortnite, PlayerUnknown's Battlegrounds, and Life is Strange 2, the Unreal Engine 4 adopted a free-to-use structure with a royalty on all game sales using this engine.[15] Although the differences among the different game engines blur as they are built upon during the game creation process, different game developers may either be too used to a system to change, or attracted by the huge benefits of such engines regardless of pay-walls.
Another game engine currently bringing in a notable income would be the Unity engine, utilizing a similar pay module to the aforementioned Unreal Engine. [16] This engine is the one behind games such as Rust, Subnautica, and Life is Strange Before the Storm.
Among the other game engines available, Unreal Engine and Unity are often compared and considered competitors on the business side of game engineering. [17]
Game middleware[edit]
In the broader sense of the term, game engines themselves can be described as middleware. In the context of video games, however, the term 'middleware' is often used to refer to subsystems of functionality within a game engine. Some game middleware does only one thing but does it more convincingly or more efficiently than general purpose middleware. For example, SpeedTree was used to render the realistic trees and vegetation in the role-playing video gameThe Elder Scrolls IV: Oblivion[18] and Fork Particle was used to simulate and render real time particle system visual effects or particle effects in Sid Meier's Civilization V.[19]
The four most widely used middleware packages[20] that provide subsystems of functionality include RAD Game Tools' Bink, Firelight FMOD, Havok, and Scaleform GFx. RAD Game Tools develops Bink for basic video rendering, along with Miles audio, and Granny 3D rendering. Firelight FMOD is a low cost robust audio library and toolset. Havok provides a robust physics simulation system, along with a suite of animation and behavior applications. Scaleform provides GFx for high performance Flash UI and high-quality video playback, and an Input Method Editor (IME) add-on for in-game Asian chat support.
Other middleware is used for performance optimisation - for example 'Simplygon' helps to optimise and generate level of detail meshes, and 'Umbra' adds occlusion culling optimisations to 3d graphics.
Some middleware contains full source code, others just provide an API reference for a compiled binary library. Some middleware programs can be licensed either way, usually for a higher fee for full source code.
First-person shooter engines[edit]
A subset of game engines are 3D first-person shooter (FPS) game engines. Groundbreaking development in terms of visual quality is done in order to get FPS games to its current standard. The level of visual details emphasized in these games have become increasingly precise, something that engines focused on flight and driving simulators and real-time strategy (RTS) games don't contain.
The development of the FPS graphic engines that appear in games can be characterized by a steady increase in technologies, with some breakthroughs. Attempts at defining distinct generations lead to arbitrary choices of what constitutes a highly modified version of an 'old engine' and what is a brand-new engine.[21]
The classification is complicated as game engines blend old and new technologies. Features that were considered advanced in a new game one year become the expected standard the next year. Games with a mix of older generation and newer feature are the norm.
See also[edit]
Wikimedia Commons has media related to Game engines. |
3d Game Engine No Coding
References[edit]
- ^'What is a Game Engine?'. GameCareerGuide.com. Retrieved 2013-11-24.
- ^Cowan, Danny. 'Joystiq'. Gamedaily.com. Retrieved 2013-11-24.
- ^'Rise of Middleware'. Develop-online.net. 2007-07-06. Retrieved 2011-01-17.
- ^Report on Use of Middleware in GamesArchived October 17, 2013, at the Wayback Machine
- ^'War Game Construction Kit'. Oh!FM. Archived from the original on 3 September 2012. Retrieved 3 September 2012.
- ^'Thunder Force Construction'. Oh!FM. Archived from the original on 1 September 2012. Retrieved 1 September 2012.
- ^Bramwell, Tom (2007-08-09). 'id Tech 5 Interview • Page 1 • Interviews •'. Eurogamer.net. Retrieved 2013-11-24.
- ^'Game Development Team Composition Study - Changes over time'. Retrieved 2011-01-17.
- ^'Video Games Starting to Get Serious'. Gazette.net. 2007-08-31. Retrieved 2011-01-17.
- ^'Gaming: Mobile and Wireless Trends for 2008'. M-trends.org. Archived from the original on 2011-01-08. Retrieved 2011-01-17.
- ^3D Game Engine Programming (book). Books.google.com. Retrieved 2011-01-17.
- ^'xboxlivecommunitygames.org'. xboxlivecommunitygames.org. Retrieved 2013-11-24.
- ^'Microsoft to Enable User-Created XBox 360 Games'. Retrieved 2017-05-05.
- ^'The 10 Best Video Game Engines 2018 Edition'. The Ultimate Resource for Video Game Design. 2017-03-11. Retrieved 2019-05-15.
- ^Savage, Phil (2015-03-02). 'Unreal Engine 4 is now free'. PC Gamer. Retrieved 2019-05-15.
- ^'The Two Engines Driving the $120B Gaming Industry Forward'. CB Insights Research. 2018-09-20. Retrieved 2019-05-15.
- ^'Unity vs Unreal: Ultimate Game Engine Showdown'. The Ultimate Resource for Video Game Design. 2019-02-11. Retrieved 2019-05-15.
- ^'Gamusutra Product Review of Top Vegetation Middleware'. Gamasutra.com. 2003-10-01. Retrieved 2011-01-17.
- ^'Firaxis Using Fork Particle Toolset For Civ V's Visual Effects'. Gamasutra. 2010-10-06. Retrieved 2013-11-24.
- ^'Gamasutra Engine and Middleware Technology Survey'. Gamasutra.com. 2009-05-08. Retrieved 2011-01-17.
- ^Hauteville, Cédric (2011-04-02). 'Technical Game Design: Aim systems in First Person Shooters'. Technical Game Design. Retrieved 2019-03-13.
Game engines are tools available for game designers to code and plan out a game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement.
3d Game Engine
Engines[edit]
Note: The following list is not exhaustive. Also, it mixes game engines with rendering engines as well as API bindings without any distinctions.
Name | Primary programming language | Scripting | Cross-platform | 2D/3D oriented | Target platform | Notable games | License | Notes and references |
---|---|---|---|---|---|---|---|---|
4A Engine | C++ | Yes | 3D | Windows, OS X, Linux, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | Metro 2033, Metro: Last Light, Metro Exodus | Proprietary | ||
A-Frame (VR) | HTML, JavaScript | JavaScript | Yes | 3D | Cross-platform | A-Painter[1] | MIT | Open source Entity component systemWebVR framework |
Adventure Game Interpreter | C style | Yes | 2D | DOS, Apple SOS, ProDOS, Classic Mac OS, Atari TOS | List | Proprietary | ||
Adventure Game Studio | C++ | AGSScript | Yes | 2D | Windows, Linux | Chzo Mythos, Blackwell | Artistic 2.0 | Mostly used to develop third-person pre-renderedgraphic adventure games, one of the most popular for developing amateur adventure games |
Alamo | Yes | 3D | Windows, OS X, Xbox 360 | Star Wars: Empire at War, Star Wars: Empire at War: Forces of Corruption, Universe at War: Earth Assault | Proprietary | |||
Aleph One | C++ | Lua, Marathon markup language | Yes | 2.5D | Windows, Linux, OS X | Aleph One (Marathonremake) | GPL | FPS engine |
Allegro | C | Ada, C++, C#, D, Lisp, Lua, Mercury, Pascal, Perl, Python, Scheme | Yes | 2D | Windows, Linux, OS X, iOS, Android, Raspberry Pi, DOS | Factorio[2] | zlib | Graphics, audio, input |
Antiryad Gx | C, Assembler | C, C++, Gel | Yes | 2D, 3D | Windows, DOS, Mac OS, Linux, iOS, Android, AmigaOS, AROS, MorphOS, NACL | Proprietary | ||
Anura | C++, FFL[3] | FFL[3] | Yes | 2D | Windows, Linux, OS X, iOS, Android, BlackBerry 10 | Frogatto & Friends, Argentum Age[4], Cube Trains[5] | zlib | [citation needed], feature freeze |
Anvil | C++, C# | Yes | 3D | Windows, PlayStation 3, PlayStation 4, PlayStation Vita, Wii U, Xbox 360, Xbox One | List | Proprietary | ||
AppGameKit | C++, BASIC | C#, C++, AGK BASIC | Yes | 2D, 3D | Windows, Mac, iOS, Android, HTML5, Raspberry Pi | Echoes, Driving Test Success Apps, Squashies | Proprietary | |
Ardor3D | Java | Yes | 3D | Cross-platform | zlib | Fork of jMonkeyEngine 2.0 | ||
Aurora toolset | C++ | NWScript | Yes | 3D | Windows, Linux, OS X | Neverwinter Nights | Proprietary | |
BigWorld | Python | Yes | 3D | Windows, Linux, Xbox 360, PlayStation 3 | List | Proprietary | ||
Blend4Web | JavaScript, Python, C, C++ | JavaScript | Yes | 3D | WebGL, Windows, Linux, OS X, iOS, Android | Experience Curiosity, Petigor's Tale, Back to the Middle Ages | GPLv3 or commercial | Game content, including graphics, animation, sound, and physics, is authored in the 3D modeling and animation suite Blender[6] |
Blender | C, C++ | Python | Yes | 2D, 3D | Windows, Linux, OS X, Solaris | Yo Frankie!, Sintel The Game, ColorCube | GPL | 2D/3D game engine packaged in a 3D modeler with integrated Bullet physics library[7][8] |
Bork3D Game Engine | C++ | Yes | 3D | IOS, OS X, Windows | List | BSD | ||
BRender | Yes | 3D | Windows, DOS, PlayStation | Carmageddon, FX Fighter, I-War (Independence War). | Proprietary | |||
Build engine | C | Yes | 2.5D | Windows, Linux, OS X, DOS | Duke Nukem 3D, Shadow Warrior, Blood, Redneck Rampage | Custom, free non-commercial use | FPS engine; 2.5D, 2D grid base geometry | |
Buildbox | C++ | Yes | 2D | Windows, OS X, iOS, Android | Ball Jump, Sky, The Line Zen, Phases | Proprietary | Drag and drop game builder without scripting | |
C4 Engine | Yes | 3D | PlayStation 4, PlayStation 3, Windows, OS X, Linux, iOS | List | Proprietary | Retired, no longer available for licensing[9] | ||
Cafu Engine | C++ | Lua | Yes | 3D | Windows, Linux, OS X | GPL or Proprietary | Includes map editor and networking[10] | |
Chrome Engine | C++ | Yes | 3D | Windows, Linux, PlayStation 4, Xbox One | List | Proprietary | ||
ClanLib | C++ | Yes | 2.5D | Windows, Linux, OS X | zlib | |||
Clausewitz | C++ | Yes | 3D | Windows, OS X, Linux | All Paradox Development Studio games since 2007 | Proprietary | ||
Clickteam Fusion | Yes | 2D | Windows, iOS, Android, HTML5, Adobe Flash | Five Nights at Freddy's | Proprietary | |||
Cocos2d, Cocos2d-x, Cocos2d-html5 | C++, Python, Objective-C, JavaScript | JavaScript, Java, Lua | Yes | 2D, 2.5D, 3D | Windows, Linux, OS X, iOS, Android, BlackBerry, Tizen | Hardest Game Ever 2, DQMSL, Tiny Village, Badland, Small Street, Tiny Tower, Pocket Planes, Hill Climb, Star Thief, Geometry Dash | MIT | Android target binds to Java; iOS target uses Objective-C |
Codea | Lua | No | 2D | iOS | Cargo-Bot | Apache 2.0 | ||
Coldstone | Yes | 2D | Mac OS 9, OS X, Windows | Pillars of Garendall | Proprietary | |||
Construct | C++ | JavaScript, Event System | Yes | 2D | Windows, OS X, Wii U, HTML5 capable internet browsers | Proprietary, GPL Classic version | ||
CopperCube | Yes | 3D | Windows, OS X, Android, WebGL, Adobe Flash | Proprietary | ||||
Core3D | Objective-C | Yes | 3D | Windows, Linux, OS X, iOS | CoreBreach | 3D Engine MIT, Source Code GPL v2 | [11] | |
Corona | Lua | Yes | 2D | iOS, Android, Kindle, Windows Phone 8, Apple TV, Android TV, OS X, Windows | Proprietary | |||
CPAL3D | No | 3D | Windows | Memento Mori | Proprietary | |||
Creation Engine | C++ | Papyrus | Yes | 3D | Windows, PlayStation 3, Xbox 360, Xbox One, PlayStation 4 | The Elder Scrolls V: Skyrim, Fallout 4, Fallout 76 | Proprietary | |
CryEngine | C++ | Lua, C# | Yes | 3D | Windows, OS X, Linux, PlayStation 3, PlayStation 4, Wii U, Xbox 360, Xbox One, iOS, Android | List | Proprietary | |
Crystal Tools | Yes | 3D | PlayStation 3, Xbox 360, Windows, Wii | List | Proprietary | |||
Crystal Space | C++ | Java, Perl, Python | Yes | 3D | Windows, Linux, OS X | Keepsake, The Crystal Scrolls, Yo Frankie! | LGPL | |
Cube | C++ | Yes | 3D | Windows, Linux, OS X | AssaultCube, Cube | zlib | Prior generation (means it has a successor), 2D grid-based system, optimized for outdoor not indoor maps | |
Cube 2: Sauerbraten | C++ | CubeScript | Yes | 3D | Windows, Linux, OS X | Cube 2: Sauerbraten, Red Eclipse | zlib | Efficient 6-directional height map based geometry (versus traditional Polygon soup model), hence the name Cube, FPS engine |
Dagor Engine | Yes | 3D | Windows, PlayStation 4, PlayStation 3, Xbox 360, Linux, OSX | List | Proprietary | |||
Dark Engine | C++ | No | 3D | Windows | Thief: The Dark Project, System Shock 2, Thief II: The Metal Age | Proprietary | Advanced AI and sound features (full control of sound propagation). Edited with DromEd. | |
Decima | No | 3D | PlayStation 4 | Death Stranding, Horizon Zero Dawn, Killzone Shadow Fall, Until Dawn, Until Dawn: Rush of Blood | Proprietary | |||
Defold | Lua | Lua | Yes | 2D | iOS, Android, HTML5, Windows, OSX, Linux | Blastlands, Blossom Blast Saga, Pet Rescue Puzzle Saga, Family Age, Hammerwatch Coliseum | Proprietary | |
Delta3D | C++ | Python | Yes | 2.5D | Cross-platform | LGPL | ||
Dim3 | C++ | JavaScript | Yes | 3D | Cross-platform | MIT | ||
DimensioneX Multiplayer Engine | Java | Java, VBScript | Yes | 2.5D | Cross-platform | Underworld Online | GPL | Produces browser games with pseudo-3D views; games can be made into Facebook Apps; intended for beginners |
DX Studio | C++ | JavaScript | No | 3D | Windows | proprietary, Freeware | ||
Dunia Engine | C++ | Yes | 3D | Windows, PlayStation 3, Xbox 360, PlayStation 4, Xbox One | List | Proprietary | Based on CryEngine | |
ego | Yes | 3D | PlayStation 3, Windows, Xbox 360, OS X, Wii, Wii U, Xbox One, PlayStation 4 | List | Proprietary | Primarily used for racing games | ||
Electron toolset | C# | NWScript | No | 3D | Windows | Neverwinter Nights 2 | Proprietary | |
Elflight Engine | Java | Yes | 3D | Cross-platform | Proprietary | Targeted for web based games | ||
Enforce | No | 3D | Windows | Shade: Wrath of Angels, Alpha Prime, Carrier Command: Gaea Mission, Take On Mars | Proprietary | |||
Enigma Engine | Yes | 3D | Windows, OS X, | Blitzkrieg, Blitzkrieg 2 | Proprietary | |||
Esperient Creator | Lang | Lisp, CScript | No | 3D | Windows | Proprietary | ||
Essence Engine | No | 3D | Windows | List | Proprietary | |||
Euphoria | Yes | 3D | Windows, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, iOS, Android | Proprietary | ||||
Exult | C++ | Yes | 2D | Windows, Linux, OS X, BSD | GPL | Free software re-implemented Ultima VII game engine | ||
Flare3D | ActionScript 3 | Yes | 3D | Web, Windows, iOS, Android, BlackBerry | List | Proprietary | ||
Flixel | ActionScript | Yes | 2D | Various games by Gregory Weir | MIT | Boilerplate code for Flash games | ||
Forgelight Engine | No | 3D | Windows | Free Realms, PlanetSide 2, Landmark, EverQuest Next, H1Z1: Just Survive, H1Z1: King of the Kill | Proprietary | |||
Fox Engine | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | |||
Freescape | Freescape Command Language | Yes | 3D | Amstrad CPC, ZX Spectrum, IBM PC, Commodore 64, Commodore Amiga, Atari ST | List | Proprietary | ||
Frostbite | C++ | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | Used originally for Battlefield (series) video games | |
Future Pinball | No | 3D | Windows | Freeware | ||||
Gamebryo | C++ | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | ||
Game Editor | Custom (C styled) | Yes | 2D | iPhone, iPad, OS X, Windows (95-Windows 7), Linux, Windows-based smartphones, GP2X, Pocket PCs, Handheld PCs | GPL, Proprietary | |||
GameMaker Studio | GML | Game Maker Language, JavaScript, GLSL | Yes | 2D, 3D | Windows, Windows 8, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, PlayStation Vita, OS X, Ubuntu, HTML5, Android, iOS, Windows Phone 8, Tizen, Amazon Fire TV, Nintendo Switch | List of GameMaker Studio games | Proprietary | Limited 3D abilities |
GamePlay3D | C++ | Lua | Yes | 3D | Windows, Linux, OS X, iOS, BlackBerry 10, Android | Apache 2.0 | Aimed at the indie game developer ecosystem, similar features to cocos2d-x | |
GameSalad | Lang | Script | Yes | 2D | iOS, Android | Proprietary | ||
Gamestudio | C-Script, Lite-C | No | 3D | Windows | List | Proprietary | Games can be published royalty-free | |
Gamvas | JavaScript | JavaScript | Yes | 2D | HTML5 | MIT | HTML5 canvas game engine with Box2D integration | |
Godot | C++ | GDScript, C#, Visual Script, GDNative | Yes | 2D, 2.5D, 3D | Windows, macOS, Linux, UWP, iOS, Android, HTML and Web Assembly | MIT | Open source. 3.0+ adds C# scripting plus other languages via modules and GDNative. PBR and Global Illumination. | |
Gold Box | Assembly, Pascal, C, C++ | Yes | 2D | Amiga, Apple II, Atari ST, Commodore 64/128, DOS, Macintosh, Nintendo Entertainment System, PC-9801, Sega Genesis | Pool of Radiance, Gateway to the Savage Frontier, Champions of Krynn, Buck Rogers: Countdown to Doomsday, Neverwinter Nights, Spelljammer: Pirates of Realmspace | Proprietary | SSI's engine for Advanced Dungeons & Dragons role-playing games | |
GoldSrc | C, C++, Assembly | Yes | 3D | Windows, OS X, Linux, PlayStation 2, Xbox, Dreamcast | Half-Life, Team Fortress Classic, Half-Life: Opposing Force, Counter-Strike, Ricochet, Deathmatch Classic, Half-Life: Blue Shift, Half-Life: Decay, Day of Defeat, Counter-Strike: Condition Zero, Counter-Strike Neo, Counter-Strike Online | Proprietary | Highly modified Quake engine | |
HeroEngine | C++, C# | HeroScript Language | No | 3D | Windows | Star Wars: The Old Republic | Proprietary | |
Horde3D | C++ | Yes | 3D | Windows, Linux | EPL | Small 3D rendering engine for large crowds of animated characters | ||
HPL Engine | C++ | AngelScript | Yes | 3D | Windows, Linux, OS X | Penumbra: Overture, Penumbra: Black Plague, Penumbra: Requiem, Amnesia: The Dark Descent, Amnesia: A Machine for Pigs, Soma | Proprietary, GPL version 1 | Cross-platform, compatible with OpenGL, OpenAL, and Newton Game Dynamics libraries; defining features include ability for advanced object interaction via use of Newton's physics code |
id Tech 1 (Doom) | C | ACS | Yes | 2.5D | Windows, Linux, OS X | Doom, Doom II, Heretic, Hexen, Strife, Chex Quest | GPL | 2D-based level geometry, sprites, and particles, uses clever methods to give illusion of 3D depth |
id Tech 2 (Quake) | C | QuakeC | Yes | 3D | Windows, Linux, OS X | Quake | GPL | First true 3D id Tech engine |
id Tech 2 (Quake II) | C | C | Yes | 3D | Windows, Linux, OS X | Quake II | GPL | Also termed the Quake II engine |
id Tech 3 | C | C | Yes | 3D | Windows, Linux, OS X | Quake III Arena | GPL | Also termed the Quake III engine |
id Tech 4 | C++ | C++ via DLLs | Yes | 3D | Windows, Linux, OS X | Doom 3, Doom 3 BFG Edition, Quake 4, Prey, Enemy Territory: Quake Wars, Wolfenstein, Brink | GPL | Also termed the Doom 3 engine; features advanced: lighting, shadows, interactive GUI surfaces |
id Tech 5 | C++, AMPL, Clipper, Python | Script | Yes | 3D | Windows, OS X, Xbox 360, Xbox One, PlayStation 3, PlayStation 4 | Rage, Wolfenstein: The New Order, Wolfenstein: The Old Blood, The Evil Within | Proprietary | First id Tech engine to feature MegaTexture technology, starting with Rage |
id Tech 6 | C++ | Yes | 3D | Windows, Xbox One, PlayStation 4, Nintendo Switch | Doom (2016), Wolfenstein II: The New Colossus | Proprietary | ||
id Tech 7 | C++ | Yes | 3D | Windows, PlayStation 4, Xbox One, Nintendo Switch | Doom Eternal | Proprietary | ||
iMUSE | N/A | N/A | Integrated with other engines | Monkey Island 2: LeChuck's Revenge, all LucasArts adventure games afterwards | Proprietary | Dynamic music system | ||
Infinity Engine | Yes | 2D | Windows, Mac OS, OS X, AmigaOS 4 | Baldur's Gate, Planescape: Torment, Icewind Dale, Baldur's Gate II: Shadows of Amn, Icewind Dale II | Proprietary | |||
Irrlicht | C++ | C++ | Yes | 3D | Windows, Mac OS, Linux, Windows CE | List of Irrlicht games | zlib | Open source, audio with extension |
ioquake3 | C | Yes | 3D | Windows, Linux, OS X | Urban Terror | GPL | ||
Iron Engine | No | 3D | Windows | Sins of a Solar Empire, Sins of a Dark Age | Proprietary | |||
IW engine | C++ | Yes | 3D | Windows, OS X, PlayStation 4, PlayStation 3, Xbox One, Xbox 360, Wii U, Wii | Call of Duty series | Proprietary | Originally built from id Tech 3 | |
Jade | C++ | Yes | 3D | Cross-platform | List | Proprietary | ||
Jake2 | Java | Yes | 3D | Cross-platform | GPL | Java port of Quake II game engine | ||
Java3D | Java | Yes | 3D | Cross-platform | BSD | Community-centric project. Last version 1.6.0 (April 2015). Used by many schools as part of course work | ||
Jedi | C | Yes | 2.5D | DOS, Windows | Star Wars: Dark Forces, Outlaws | Proprietary | Rumored to have been reverse-engineered from Doom engine | |
jMonkeyEngine | Java | Yes | 3D | Cross-platform | BSD | Community-centric project, used by several commercial game studios | ||
Kinetica | No | 3D | PlayStation 2 | List | Proprietary | |||
Kivy (framework) | Python | Kv | Yes | 2.5D | Windows, Linux, OS X, iOS, Android | Deflectouch, FishLife | MIT | For rapid development, can make multi-touch apps |
LayaAir | ActionScript 3, JavaScript, TypeScript | Yes | 2D, 3D | WebGL, Windows, Linux, OS X, iOS, Android | GPL or commercial | 2D/3D game engine and also VR mode, provide free tools to convert 3d assets content from FBX files or Unity scene. | ||
Leadwerks | C++ | Lua | Yes | 3D | Windows, Linux | Hoodwink, Rogue System | Proprietary | |
LibGDX | Java | Yes | 2D, 3D | GNU/Linux, Windows, OS X, iOS, Android, Java applet, WebGL | Ingress | Apache 2.0 | Java game development framework, provides a unified API that works across all supported platforms | |
LithTech | Yes | 3D | Cross-platform | List | Proprietary | |||
Lumberyard | C++ | Lua | Yes | 3D | PlayStation 4, Xbox One, Windows | Proprietary | The software is free to download and use however is works closely with amazon services. | |
Luminous Studio | Yes | 3D | PlayStation 4, Xbox One, Windows | Final Fantasy XV | Proprietary | |||
LyN | Yes | 3D | Cross-platform | List | Proprietary | Intended to scale effectively on 7th and 8th generation consoles | ||
LÖVE | Lua | Lua | Yes | 2D | iOS, Android, Windows, Linux, OS X, NetBSD, FreeBSD, OpenBSD, Solaris,and all platforms supported by pkgsrc[12] | Mari0, Journey to the Center of Hawkthorne, Move or Die[13] | zlib | [14] |
M.U.G.E.N | C | Yes | 2D | Linux, DOS, Windows, OS X | Freeware | Used Allegro initially, now uses on SDL | ||
Marmalade | C++, Lua, Objective-C, HTML5 | Lua, 2DKit | Yes | 2D, 3D | iOS, Android, BlackBerry, Windows 10, Amazon, OS X, Windows, Tizen, Roku, Chromecast | List of Marmalade Games | Proprietary | High-performance, cross-platform, with authoring tools and asset store |
Moai SDK | C++ | Lua | Yes | 2D | Windows, OS X, iOS, Android, Linux | Crimson Steam Pirates, Broken Age, Lost in Paradise | CPAL | |
MT Framework | C++ | Yes | 3D | PlayStation 3, Xbox 360, Windows, Wii, Wii U, Nintendo 3DS, PlayStation Vita | List | Proprietary | Intended to be 7th generation console engine, replaced by Panta Rhei | |
MonoGame | C# | C# | Yes | 2D,3D | Windows, OS X, Xbox One, PlayStation 4, PlayStation Vita, Windows Phone, iOS, Android, Windows Store, Ouya, BSD | Skulls of the Shogun, Bastion, TowerFall, Transistor (video game), Fez (video game), Axiom Verge | Microsoft Public | |
Nebula Engine | No | 3D | Windows | Drakensang: The Dark Eye, Drakensang: The River of Time | Proprietary | [citation needed] | ||
NScripter | No | 2D | Windows | Freeware | ||||
Odyssey Engine | Yes | 3D | Windows, OS X | Star Wars: Knights of the Old Republic, Star Wars: Knights of the Old Republic II: The Sith Lords | Proprietary | |||
OGRE | C++ | C++ | Yes | 3D | Linux, Windows (all major versions), OS X, NaCl, WinRT, Windows Phone 8, iOS and Android | Torchlight | MIT | 3D rendering engine used by several games |
OHRRPGCE | FreeBASIC | HamsterSpeak | Yes | 2D | Windows, OS X, Linux, Android | Wandering Hamster | GPL | Role-playing game creation system; use of scripting is optional |
ONScripter | NScripter | NScripter | Yes | 2D | Windows, OS X, Linux, Dreamcast, PSP, iOS | Narcissu, Saya no Uta, Tsukihime | GPL | Used to develop visual novels and first-person adventure games |
OpenClonk | C++ | C4Script | Yes | 2.5D | Windows, Linux, OS X | OpenClonk | ISC | Engine for 2D action/strategy platformers with 3D graphics |
OpenSimulator | C# | LSL | Yes | 3D | Windows, Linux, OS X, FreeBSD | BSD | Server platform to host virtual worlds, compatible with Second Life clients | |
ORX | C/C++ | Custom | Yes | 2.5D | Windows, Linux, OS X, iOS, Android | Le Magasin des Suicides | zlib | 3D accelerated |
Panda3D | C++, Python | Python | Yes | 3D | Windows, Linux, OS X, iOS | Toontown Online, Pirates of the Caribbean Online | BSD | |
Panta Rhei | Yes | 3D | PlayStation 4, Xbox One, Windows | Deep Down | Proprietary | Successor to MT Framework for 8th generation consoles | ||
Phaser | JavaScript | JavaScript | Yes | 2D | Cross-platform | MIT | ||
PhyreEngine | C++ | Yes | 3D | PC, PlayStation Portable, PlayStation Vita, PlayStation 3, PlayStation 4 | List | proprietary, Freeware | ||
Pie in the Sky | C | Yes | 2.5D | DOS, Windows, OS X | List | Proprietary | ||
PlayCanvas | JavaScript | JavaScript | Yes | 3D | Windows, Linux, OS X, iOS, HTML5, Android | Swoop, Zombie Pac-man | MIT | Users can work on game at the same time via online browser and publish to multiple platforms; engine uses WebGL and includes physics |
PlayN | Java | Yes | 2D | iOS, Android, HTML5, Windows, Linux | Angry Birds Chrome | Apache 2.0 | ||
PLIB | C++ | Yes | 3D | Windows, Linux, OS X | LGPL | |||
Pyrogenesis | C++ | JavaScript | Yes | 3D | Windows, Linux, OS X | 0 A.D. | LGPL | Designed for RTS games |
Q | Yes | 3D | Windows, OS X , Linux, PS2, PS3, Wii | Proprietary | ||||
Qfusion | C/C++ | AngelScript | Yes | 3D | Windows, Linux, OS X, Android | Warsow | GPL | |
Real Virtuality | C++ | Yes | 3D | Windows, Xbox | ARMA 2, ARMA 3, DayZ | Proprietary | ||
REDengine | C++ | Yes | 3D | Windows, OS X, Xbox 360, Xbox One, PlayStation 4 | The Witcher 2: Assassins of Kings, The Witcher 3: Wild Hunt | Proprietary | ||
Ren'Py | Python | Pygame | Yes | 2D | Windows, OS X, Linux, Android, OpenBSD | Analogue: A Hate Story, Jisei, Katawa Shoujo, Doki Doki Literature Club! | MIT | Used to develop visual novels and first-person adventure games |
RenderWare | RWX | Yes | 3D | Windows, Mac OS, Nintendo GameCube, Wii, Xbox, Xbox 360, PlayStation 2, PlayStation 3, PlayStation Portable | List of RenderWare games | Proprietary | RenderWare script available in version 2 only | |
Rockstar Advanced Game Engine (RAGE) | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One | List | Proprietary | |||
RPG Maker | Ruby, JavaScript | Yes | 2D | PC-8801, MSX2, PC-9801, Super Famicom, Windows, Sega Saturn, PlayStation, Game Boy Color, PlayStation 2, Game Boy Advance, Nintendo DS | Alpha Kimori, Ao Oni, Aveyond series, Barkley, Shut Up and Jam: Gaiden, Corpse Party, Eternal Eden, Laxius Force, One Night Trilogy, Super Columbine Massacre RPG!, To the Moon, Yume Nikki | Proprietary | Game creation system, allows users to build their own role-playing games | |
SAGE | Yes | 3D | Windows, Macintosh, Xbox 360, PlayStation 3 | List | Proprietary | Used for real-time strategy games | ||
SCUMM | Yes | 2D | 3DO, Amiga, Apple II, Atari ST, CDTV, Commodore 64, FM Towns & Marty, Macintosh, Nintendo Entertainment System, DOS, Windows, Sega Mega-CD, TurboGrafx-16/PC Engine | Maniac Mansion | Proprietary | Full name is Script Creation Utility for Maniac Mansion, from the first game it was used with; uses iMUSE and INSANE; ScummVM provides an open source re-creation | ||
Shark 3D | C++ | Python | Yes | 3D | Windows, Xbox, Xbox 360 | Dreamfall: The Longest Journey | Proprietary | |
ShiVa | C++ | Lua | Yes | 3D | Windows, OS X, Linux, iOS, Android, Windows Phone, BlackBerry, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One, WebGL | Prince of Persia 2: The Shadow and the Flame (Mobile remake) | Proprietary | |
Sierra's Creative Interpreter (SCI) | Yes | 2D | Amiga, Atari ST, Macintosh, PC-9801, IBM PC | Version list with games | Proprietary | |||
Silent Storm engine | No | 3D | Windows | Silent Storm, Night Watch, Hammer & Sickle, Day Watch | Proprietary | Used for turn-based tactics games | ||
Sith | COG | No | 3D | Windows | Star Wars Jedi Knight: Dark Forces II | Proprietary | Used as the basis of the GrimE engine | |
Snowdrop | C++ | Yes | 3D | Windows, Switch, PlayStation 4, Xbox One | Tom Clancy's The Division, South Park: The Fractured but Whole, Mario + Rabbids Kingdom Battle, Skull & Bones | Proprietary | ||
Source | C++ | Squirrel, Lua | Yes | 3D | Windows, OS X, Linux, PlayStation 3, Xbox, Xbox 360, Android | Half-Life 2, Counter-Strike: Source, Left 4 Dead, Portal, Team Fortress 2, others (list) | Proprietary | The SDK is bundled with many Source games |
Source 2 | C++ | Lua | Yes | 3D | Windows, OS X, Linux, Android, iOS[15] | Dota 2 (port)[16], The Lab (limited), Artifact, Dota Underlords | Proprietary | The first game using Source 2, Dota 2, was ported over from the original Source engine. One of The Lab's minigame Robot Repair uses Source 2 engine while rest of seven uses Unity's engine. |
Spring | C++ | C, C++, Java/JVM, Lua, Python | Yes | 3D | Windows, Linux, OS X | Balanced Annihilation, Zero-K | GPL | RTS, simulated events, OpenGL |
Starling Framework | ActionScript | Yes | 2D | Windows, OS X, GNU/Linux, iOS, Android | Angry Birds Friends, Incredipede | BSD Simplified | Recreates the traditional Flash display list architecture on accelerated graphics hardware | |
Stencyl | Haxe | Haxe | Yes | 2D | Flash, HTML5, iOS, Android, Linux, OS X, Windows | Proprietary | Free to publish to flash and HTML5. Subscription required for publishing to desktop or mobile. | |
Autodesk Stingray (Bitsquid) | Lua | Yes | 3D | Windows, Mac, Linux, IOS, Android, PlayStation 4, PlayStation 3, Xbox 360 | Proprietary | |||
StepMania | C++ | Lua | Yes | 3D | Cross-platform | In the Groove, Pump It Up Pro, Pump It Up Infinity | MIT | A rhythm video game and engine that was originally developed as a simulator of Konami's DDR |
Stratagus | C | Lua | Yes | 2D | Linux | Bos Wars | GPL | For real-time strategy games |
SunBurn XNA | No | 3D | Xbox Live | AvaGlide | Proprietary | |||
Three.js | JavaScript | JavaScript | Yes | 3D, 2D | HTML5, Windows, Linux, OS X, iOS, Android | MIT | ||
TOSHI | Yes | 3D | Windows, Nintendo GameCube, Game Boy Advance, Nintendo DS, Wii, PlayStation 2, Xbox | Jurassic Park: Operation Genesis, Nicktoons Unite!, Barnyard, El Tigre: The Adventures of Manny Rivera, de Blob, Marvel Super Hero Squad | Proprietary | |||
Truevision3D | Visual Basic, C++ | No | 3D | Windows | Proprietary | |||
Torque3D | C++ | TorqueScript | Yes | 3D | Windows, Linux, OS X | Marble Blast Gold, ThinkTanks, Tribes 2, Villagers and Heroes, Blockland | MIT | Includes multiplayer network code, seamless indoor-outdoor rendering engines, skeletal animation, drag and drop GUI creation, built in world editor, C-like scripting language |
Turbulenz | TypeScript | JavaScript | Yes | 2D, 3D | HTML5, iOS, Android | Polycraft, Save the Day, Score Rush | MIT | |
UbiArt Framework | C++ | Yes | 2.5D | Cross-platform | Rayman Origins, Rayman Legends, Child of Light, Valiant Hearts: The Great War | Proprietary | ||
Unigine | C++ | C#, UnigineScript, GLSL, HLSL, UUSL | Yes | 3D | Windows, Linux, OS X, PlayStation 3, Android, iOS | List | Proprietary | Focused on large open scenes: 64-bit precision of coordinates, support for geo coordintaes, round Earth model. Mainly used in enterprise and professional simulators. |
Unity | C++ | C#, Cg, HLSL | Yes | 2D, 2.5D, 3D | Windows, OS X, LinuxXbox 360, Xbox One, Wii U, New 3DS, Nintendo Switch, PlayStation 4, PlayStation Vita, Windows Phone, iOS, Android, BlackBerry 10, Tizen, Unity Web Player, Windows Store, WebGL, Oculus Rift, Gear VR, Android TV, Samsung Smart TV | List of Unity games | Proprietary | |
Unreal Engine | C++ | GLSL, Cg, HLSL, UnrealScript, C++, Blueprints | Yes | 3D | Cross-platform | List of Unreal Engine games | Proprietary | UnrealScript was removed in version 4 |
V-Play Game Engine | C++ | QML, JavaScript | Yes | 2D | iOS, Android, Windows, OS X | List | Proprietary | Built on Qt |
Vengeance Engine | C++ | No | 3D | Windows | Tribes: Vengeance, SWAT 4 | Proprietary | Based on Unreal Engine version 2/2.5 | |
Vicious Engine | Lang | Script | Yes | 3D | Nintendo GameCube, Wii, WiiWare, Xbox, Xbox 360, Xbox Live Arcade, PlayStation 2, PlayStation Portable, PlayStation Network, Windows | List | Proprietary | |
Virtools | Yes | 3D | Ballance | Proprietary | Used for game prototyping and rapid development | |||
Vision | Lang | Script | Yes | 3D | Windows, Xbox 360, PlayStation 3, Wii, Wii U, iOS, Android, PlayStation Vita, IE6 and up, Firefox 2.0 and up, Google Chrome, Opera 9 and up | List | Proprietary | |
Visual3D Game Engine | C#/.NET | Yes | 3D | Windows, Xbox 360 | Proprietary | Commercial successor to open-source RealmForge engine | ||
Visual Pinball | C++ | VBScript | No | 3D | Windows | MAME-like pre-0.172, then BSD, GPL | ||
VRAGE | C# | Yes | 3D | Windows, Xbox One | Miner Wars 2081, Space Engineers,Medieval Engineers | Proprietary | Source code was released under a commercial license | |
Wintermute Engine | C++ | C-like syntax | No | 2.5D | Windows | Donationware, MIT, LGPL | Lite version lacks 3D Actor function | |
World Builder | No | 2D | System 3 | Freeware | ||||
WorldForge | C++ | Lua (client), Python (server) | Yes | 3D | GPL | MMORPG framework made of libraries, server, client, media | ||
Xenko | C# | C# | Yes | 2D/3D | Cross-platform | MIT | Supports C# 6.0 | |
XnGine | No | 3D | DOS | The Terminator: Future Shock, The Terminator: SkyNET, TES 2: Daggerfall, TES Legends: Battlespire, TES Adventures: Redguard | Proprietary | |||
Zest3D | ActionScript 3, C++ | Lua | Yes | 3D | Web, Windows, Linux, OS X, Android, iOS, BlackBerry | Boost | ||
Zillions of Games | Zillions Rules | No | 2D | Windows | Proprietary | |||
Name | Primary programming language | Scripting | Cross-platform | 2D/3D oriented | Target platform | Notable games | License | Notes and references |
3d Game Engine Design
See also[edit]
3d Game Engine Architecture
References[edit]
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- ^'Factorio engine modernisation'. Wube Software. Retrieved March 3, 2018.
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- ^'Argentum Age'. argentumage.com. Retrieved February 14, 2018.
- ^'Cube Trains'. David Roberts. Retrieved February 14, 2018.
- ^'Blend4Web Official Site'. Blend4Web.com. Retrieved June 22, 2015.
- ^'blender.org - Installation Policy'. Web.archive.org. March 25, 2009. Archived from the original on March 25, 2009. Retrieved August 21, 2012.
- ^'Features'. blender.org. Retrieved August 21, 2012.
- ^Terathon Software LLC, C4 Engine
- ^'Feature List – Cafu 3D Game and Graphics Engine'. Cafu.de. April 18, 2012. Archived from the original on March 4, 2012. Retrieved August 21, 2012.
- ^Larabel, Michael. 'CoreBreach Game Goes Open-Source'. phoronix.
- ^'pkgsrc.se - The NetBSD package collection'. pkgsrc.se. Retrieved August 19, 2015.
- ^'LÖVE - Free 2D Game Engine'. Retrieved December 6, 2016.
- ^Akinlaja, Damilare. LÖVE2d for Lua Game Programming. ISBN978-1782161608.
- ^Bailey, Dustin (March 8, 2018). 'Artifact will use Source 2, bringing the engine to iOS and Android'. PCGamesN. Archived from the original on March 9, 2018. Retrieved March 8, 2018.
- ^Martin, Michael. 'Valve Announces Dota 2 Reborn'. IGN. Archived from the original on June 29, 2016. Retrieved July 10, 2016.