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7. February 2019


Today we are looking at the Magnum Engine, a cross platform C++ game framework, which just released version 2019.1.  It is very similar in scope and functionality to the Kha Framework and the BS::Framework.  The Magnum Engine is completely modular, so you only pay for the functionality you need and ignore the rest.  It provides most of the functionality you would require to build a game engine including rendering, scene graph, audio, input handling, texture and model loaders and more.

The Magnum Engine is available on the following platforms and/or using the following renderers:

  • Linux and embedded Linux
  • Windows, Windows RT (Store/Phone)
  • macOS, iOS
  • Android
  • Web (asm.js or WebAssembly), through Emscripten

Graphics APIs:

  • OpenGL 2.1 through 4.6, core profile functionality and modern extensions
  • OpenGL ES 2.0, 3.0–3.2 and extensions to match desktop OpenGL functionality
  • WebGL 1.0, 2.0 and extensions to match desktop OpenGL functionality


The project is open source and hosted on GitHub under the MIT open source license.  Getting started documentation is available here while several compiled examples can be found here.  To learn more about the Magnum Engine, be sure to check out the video below.

GameDev News Programming


31. January 2019


Today we are looking at WickedEngine, an open source C++ based 3D game engine with Direct 11/12/Vulkan rendering paths, an Entity Component System and Lua scripting available.  It is inspired by the XNA programming model and has no external dependencies, making it incredibly easy (especially for a C++ project) to get started.  Additionally there is a fully functional level editing tool available, already compiled and ready to use.  The full list of features is available here.  The engine supports Windows platforms including PC and UWP (Phone, XBox, PC).

WickedEngine describes itself as:

Wicked Engine is an open-source game engine written in C++. The main focus is to be easy to set up and use, light weight, high performance, and graphically advanced. The full source code is provided with the MIT license, which means, anyone is free to use it for anything without additional considerations. The code shall not contain any parts with other licensing. The code is hosted on GitHub: https://github.com/turanszkij/WickedEngine For any questions, please open an issue there.

Additionally the developer has maintained a very interesting technical blog on the topic of engine development available here.

WickedEngine is not the only modern open source C++ 3D game engine.  Other similar engines we’ve covered recently include:


Learn more about WickedEngine and see the editor in action in the video below:

GameDev News


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


2. August 2018


The Toy Engine was just released yesterday.  The Toy Engine is a cross platform modular C++ open source game engine currently available under the GPL license.  The engine is quite young so you should expect some instability and missing features.  The developer @HugoAM has been very responsive to feedback and has announced that the license will be changed to something more permissive in time.  The source code is available now on GitHub.


The guiding design principals behind the Toy engine are:

  • simple and lightweight, simplicity is the core aim and philosophy behind toy. the codebase is about one-tenth the size of competing engines, and toy is so light, the whole editor runs in your browser !
  • modular, each functionality is enclosed in a small, simple, easy to understand code building block. most of these blocks lie in the underlying mud library.
  • extensible, as a collection of modules, toy is a perfect fit to build your own game technology, keeping full control over the components you use, the application design and the control flow.
  • game code first, toy is first and foremost meant to build games in native c++ code, in direct contact with the core systems. this allows for much greater control than typical scripting in-engine.
  • versatile, toy is designed from the start with complex games in mind, such as strategy or role playing games, by giving full control over its powerful user interface and rendering systems.
  • zero-cost tools, reflection automatically extends your game core code for seamless scripting, editing, inspection of your game objects, types and procedures in the built-in tools/editor.
  • educative, toy aims to provide simplest technical solutions to typical game programming problems, easily studied and understood, hoping to be a driver of education on game development topics.
  • fast iteration, coupling seamless bindings of both built-in systems and game code to various scripting languages, hot-reload of native code, and immediate UI and rendering, toy provides fast iteration speeds.

The Toy engine is built upon the underlying mud framework, which provides the low level cross platform functionality that toy is built on top of.  The mud framework is built on the much better ZLib open source license.  You can compile Toy on both Windows and Linux.  Toy games can be run on most modern platforms including mobile, desktops and even HTML via EMScripten.  The video embedded below demonstrates how to get started using Visual Studio 2017.

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