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30. August 2018


Due to it’s popularity in the professional game industry, I get all kinds of requests for C++ based game engines.  That is exactly what this guide is, a collection of game engines that use C++.  This is not about game engines that are written using C++, many if not most game engines are at least partially written using C++, instead it covers engines where you (can) primarily use C++ in developing an actual game using the engine.  So without further ado, let’s jump into the list of (3D only) game engines that (can) use C++ to develop games.


The game engines, in no particular order:

CryEngine (Learn More)

Lumberyard (Learn More)

Unreal Engine

OGRE  *Technically a renderer

G3D Innovation Engine (Learn More)

Godot (Learn More)

Torque3D

Banshee Engine (Learn More)

Source Engine

Limon Engine (Learn More)

idTech

Leadwerks

IrrLicht

Urho3D (Learn More)

Toy Engine (Learn More)

Panda3D (Learn More)

Esenthel (Learn More)

Tombstone Engine (C4 successor)

PhyreEngine

Unigine

Shiva

LumixEngine (Learn More)


The list is not comprehensive but tries to at least get most of the options out there.  If I missed something, please let me know in the comments below.  For more information on all the engines listed above, be sure to check out the following video.  Any engine with a learn more link to the right of it means we have previously covered this engine in video form.


Programming


29. August 2018


Looking for a small but full featured open source (LGPL) C++ 14 game engine with a built in editor?  If so, the Limon Game Engine might be the perfect choice for you!  Primary features of the Limon game are:

  • Model loading using Assimp
  • Skeletal animations
  • Realtime shadows
  • Rigid body physics
  • 3D spatial sound
  • Preliminary AI
  • In game map editor
  • Trigger volumes
  • API for Custom Trigger code
  • Loading shared libraries that has Trigger code
  • Creating Animations in editor

Additionally the engine is documented, with the manual available here.  The source code is cleanly written C++ 14 code and is available on Github.  The engine works on Windows, Mac and Linux with binaries available for download here.  If you are interested in seeing the engine in action, be sure to check out our hands-on video, embedded below.  There are additional videos available on the Limon YouTube channel, available here.

EDIT – The author in response to the video has released an updated version, with the editor key changed in 0.5.2 to the much more sensible F2 key.

GameDev News


28. August 2018


Godot 3.1 just got one step closer to a 3.1 release with the announcement of the first alpha as well as a freeze on Github pull requests.  This means no new functionality should be added to the Godot engine 3.1 release unless critical, with a focus instead on stability and performance improvements and refinement of existing features.

Details of the release from /r/gamedev:

You can read more about the development freeze right here.  Currently you need to build Godot 3.1 from source, although you can download nightly builds right here.  If you are interested in learning Godot 3, be sure to check out our ongoing tutorial series.

I have covered several of the new features already in video form:

GameDev News


27. August 2018


Cocos Creator, the cross platform free 2D game engine, just released version 2.0.1.  If you care interested in learning more about Cocos Creator be sure to check out our complete tutorial series available here as well as our hands-on video available here.


Details of this release:

Main Features
  • Update the best use of open data domain solutions in history
  • Provides WeChat platform cleanup cache API
  • Support WeChat games and play a platform to set the frame rate via cc.game.setFrameRate
  • Add a View menu for the simulator to set the resolution
  • Modular RenderTexture and DynamicAtlas
Editor fixes
  • Fixed issue with particle resource import in editor
  • Fixed an issue where Label was not affected by node anchor changes in the editor
  • Fix BMFont font error in the editor editor
  • Fixed an issue where the color of some Particles could not be displayed and set in the inspector
  • Fixed an issue where the simulator resizing interface would not fit
  • Fixed curve editor state residual problem in animation editor
  • Fixed an issue where the particle system’s svg flag was missing in the editor
  • Fixed Editbox editing fontColor does not work
  • Fixed an issue where the animation editor switched WrapMode while playing the animation, causing the node in the scene editor to not be dragged
  • Fix the problem that the node _localZOrder keeps changing when the data is saved
  • Fixed an issue where the keyboard direction key could not be fine-tuned after the editor selected the node
  • Fixed an issue where the scene editor would not automatically locate in the hierarchy manager after selecting a node
  • Fixed an issue where the node tree was automatically expanded after the node was deleted
  • Fixed an issue where clicking the node level manager in the inspector panel does not automatically locate
  • Optimize the Console automatic scrolling experience
  • Fixed an issue where all child nodes were expanded when the parent node active state was switched
  • Fixed flashing issues when clicking on Hierarchy nodes
  • Fix Auto Atlas preview invalidation issue
Engine repair
  • Fix rendering issues with Spine animations
  • Fixed animation jitter caused by shader precision
  • Fixed an issue where setting the property in the inactive state does not take effect on the Sprite
  • Fixed rendering of Tiled type Sprite in the case of texture rotation
  • Fixed an issue where the background in the open data domain could not be transparent
  • Fixed rendering errors when Graphics has too many vertices
  • Fixed an issue where Camera does not respond to events after zooming
  • Fixed clipping of Tilemap after Camera zooming
  • Fixed a status error caused by multiplexing of RichText child nodes
  • Fix IE11 support
  • Fixed qqplay does not support Particlemap issue in base64 format
  • Fixed an issue where the Spine debug slot is not available in the Release version
  • Fixed issues with background switching events in front of each platform
  • Fixed rendering error caused by blend function when Label was switched to BMFont type
  • Fixed a black screen on the qqplay platform under Android P
  • Fixed an issue with the Windows platform XMLHttpRequest GET result of timeout
  • Fixed an issue where AudioClip does not support lazy loading
  • Supplement the missing deprecation API to fix missing API documentation issues
  • Fixed an issue where Stencil would be overwritten by the last Mask when multiple Masks coexist
  • Fixed black border issue with Mask component in open data domain
  • Fixed Mask does not support lazy loading when using image stencil
  • Fixed an issue where Spine could not display debug slots in non-debug mode
  • Fixed an issue where the audio could not be played when the Native platform checked MD5
  • Enhance fault tolerance of Particle resources and support resource formats exported by effecthub
  • Fix resume can directly play unplayed audio
  • Fixed a missing GUI issue caused by including the Mask module and culling the Graphics module
  • Fixed Native platform button can still receive touch events when active is false
  • Fixed web platform VideoPlayer has no hidden issues when switching visibility
  • Fixed an issue where windows & mac emulator window size does not automatically adapt when changing
  • Fixed parsing problem with Tilemap parser
  • Fix Camera does not support mask when using RenderTexture screenshots
  • Fixed an error caused by multiple Graphics switching between each other
  • Fixed an issue where the final alpha was invalid when the particles in the particle system finally disappeared (opaque)
  • Optimize the performance of small text rendering on the Native platform
  • Fixed Android platform return key listener failure
  • Fixed an issue where clicking the input box will disappear after the iOS platform pops up the input box
  • Fixed garbled problem when inputting Chinese characters on iOS platform
  • Optimized input box completion button design
  • Fixed an issue where the input emoticon was abnormal in WeChat game
  • Optimize the API design of TiledTile (do not allow layer to be set, get it automatically)
  • Fixed hexagonal tileMap offset problem when using TiledTile
  • Fixed a crash on the native platform FileUtils writeStringToFile call

Cocos Creator is available for download here for the Mac and here for Windows.

GameDev News


24. August 2018


AMD have just released V-EZ, a library aimed at making Vulkan graphics development easier by handling much of the complexities for you.  The V-EZ library is available for Windows and Linux and should work on all GPUs, not just AMD’s.  V-EZ abstracts away the following components of Vulkan development:

  • Memory management

  • Swapchain management

  • Render Passes

  • Pipeline permutations

  • Pipeline layouts

  • Pipeline barriers

  • Descriptor pools

  • Descriptor sets

  • Descriptor set layouts

  • Image layouts

  • GLSL compilation

The library is hosted on GitHub available here.  There is complete documentation available here.  Oddly, there doesn’t seem to be a license attached to the source code, so I am not sure what open source license this was released under.

GameDev News


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