Games engines
A custom built 3D engine in C++ rendering with OpenGL, designed specifically for the game AdvertCity.
Power-Up the simplicity with Bizarre Engine 2
Clickteam's 1996 DIY game toolkit, first released as Click & Create and later re-released in 1999 as Multimedia Fusion Express
CloakNT engine was created by Cauldron Ltd, a Slovakian studio, for games like Chaser (2003), Soldier of Fortune: Payback (2007), Cabela's Dangerous Hunts 2013 (2012). As of 2014, Bohemia Interactive quietly announced that Cauldron has been acquired and decided to integrate into a new branch called "Bohemia Interactive Slovakia" and is responsible for incorporating the animal and hunting mechanics into the game. Cabela's Dangerous Hunts 2013 is using CloakNT 3, the last known version of the engine. Features: (CloackNT 1) High-end engine, build in 2001. Physics: Collision Detection: Solid objects physics. Lighting: Per-pixel, Lightmapping, Anisotropic: Dynamic per-pixel lighting. Shadows: Shadow Volume: Dynamic shadow volumes. Texturing: Basic, Multi-texturing, Bumpmapping, Mipmapping. Scene Management: Portals. Meshes: Mesh Loading: 3D Studio MAX export. Special Effects: Particle System, Water, Fog, Mirror: Volumetric fog, Refractive water surface, Projectors. (CloakNT 2) Unknown. (CloakNT 3) Mid-end engine, build in 2005. Physics: Boned models, Ragdoll, Solid objects. Lighting: Radiosity, Medium HDRR and Bloom effects. Shadows: Jittered shadows, Shadow texture size at 350+++, Special Effects: Water, Volumetric fog and dust, Shader quality 2.0 (sun and light reflections), reflections (such as weapons and surface).
Core started out as a fork of Sonic Worlds, but after version 0.23.0, they have rewritten everything from scratch to make use of the modern Clickteam Fusion features.
Dendry is a storylet- and quality-based engine for hypertext interactive fiction narratives. It has functioned in part as a successor to the defunct Varytale platform.
Created by Space Dream Factory and used in "Babylon 5: I've Found Her - Danger and Opportunity" and "Homeplanet"
Fenforge is a cross-platform game engine that has been in continuous development by Fen Research since September 2010. First used to develop Solstrike (2014) and Iona's Toybox (2021), Brighter Shores is the third game to use this engine. The engine is based on a privately developed programming language, and designed to be flexible general-purpose engine, allowing programmers to make different types of games relatively quickly.
The Flare Engine is the game engine used by Firi Games, developed internally by Tijmen Roberti. All Firi Games' titles run exclusively on the Flare Engine for each of the platforms they are available on; iOS, Android and PC.
The Holistic engine was developed by Keen Games specifically for Enshrouded.
I3D is a software tool kit designed to help you create your own interactive 3D programs in C. If you're interested in creating a program similar to Castle Wolfenstein or Ultima Underworld - I3D is for you! Applications developed with I3D may be distributed royalty-free! I3D can be used to create 32-bit MS-DOS or 32-bit Windows applications. I3D 2.1 has been tested with the Borland C/C++ v4.5, Microsoft Visual C++ v2.0, and Watcom C/C++ 32-bit v10.0B compilers. I3D 2.1 REQUIRES a 32-bit compiler and 32-bit operation system.
This version was pushed forward by two of the studio’s powerhouse sequels, Condemned 2: Bloodshot and F.E.A.R. 2: Project Origin. The new titles had to be bigger and better than their predecessors, and the engine’s capabilities expanded to match. Condemned 2 was Monolith’s first game for the PS3 and console support was a big focus for this version.
Built for 2014’s Game of the Year, Middle-earth: Shadow of Mordor, the final LithTech-branded iteration was revamped to support large open worlds, 3rd-person Arkham style combat and, of course, the robust depth of the Nemesis System.
MPAGD Gen2 is a modified version of MPAGD both at the engine level and fully operational integrated ASM routines, as well as new features and compilation options to generate a game for ZX Spectrum and Amstrad CPC.
O motor gráfico da Mythdev é uma solução personalizada compatível com DirectX 9 e DirectX 12, otimizada para jogos massivos com muitos jogadores. Ele possui sistemas únicos de clima dinâmico, transições de ambiente suaves e tecnologia de streaming de cenários sem cortes, garantindo alto desempenho com baixa perda de FPS, mesmo em situações de alta densidade gráfica e interações complexas.
VB6 Game Engine
Pyxel is a free, open source game engine for Python. It's inspired by retro gaming consoles with limitations like 16 colors.
RENKEI Engine is a powerful multipurpose game engine designed for rapid game development. It is developed by AtomicTorch Studio for their own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games. It is powered by .NET Core 3.1. The Client part of RENKEI Engine utilizes MonoGame framework for the easier development of 2D games. The primary philosophy behind RENKEI Engine is to focus the development on implementing the actual gameplay and UI code with C# while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruptions. The title of the engine is based on Japanese words 連携 renkei (cooperation, coordination, link) and 遠景 enkei (perspective, vista). CryoFall is the first game made with RENKEI Engine.
Multiplatform 3D game engine.
SLUDGE (standing for Scripting Language for Unhindered Development of a Gaming Environment) is a system by which anyone (within reason) can make an adventure game. It runs in any recent version of Windows and now also on Mac OS X and Linux. It's high-res (any resolution you want) and uses 32-bit colour.
The Sega Model 3 is an arcade platform produced by Sega in partnership with Lockheed Martin. It is a successor to the Sega Model 2 platform, and was released in 1996. The Model 3 hardware is very different to the Model 1 and Model 2 boards which preceded it. It was designed with one purpose in mind - to push as many textured polygons as possible for as least money as possible. Upon release, the Model 3 board was more powerful than any other arcade platform on the market, as well as any home console or computer.
The Sega RingEdge 2 is an arcade board developed by Sega. It is the third part of their Ring PC-based hardware series, and serves as a successor to the Sega RingEdge, offering minor hardware upgrades to the original board. Both iterations lasted into the late 2010s. Transformers: Human Alliance and sequel Transformers Shadows Rising were the only original releases developed on the hardware by teams at Sega (specifically Sega of China and Sega Amusements) to receive a wide release; the rest, with the exception of Maimai and its sequels in certain parts of Asia, were made exclusively for Japan. Numerous third-party titles for ALL.Net P-Ras Multi Ver.2 also used the board by extension, and a small number of games made by Wahlap Technology for Chinese and Western territories e.g. Storm Racer G were additionally developed for it.
Call of Duty: Advanced Warfare featured Sledgehammer Games' heavily modified in-house branch of the IW engine, with only a few lines of legacy code remaining. The majority of the engine in Advanced Warfare had been rewritten. Sledgehammer Games incorporated brand new animation, physics, rendering, lighting, motion capture and facial animation systems. The developers reworked the audio engine which had also been built from the ground up. According to Sledgehammer Games audio director Don Veca, the team was able to integrate an audio intelligence system to the game.
Engine of Oddworld: Stranger's Wrath and The Brutal Ballad of Fangus Klot, officially no name to the proprietary engine but was reffered to Stranger's engine by Lorne Lanning
An advanced emulation engine to bring 8/16/32-bit games to modern consoles. SYRUP allows developers to interface retro games with modern consoles like the PlayStation 5 or Nintendo Switch.
Although the engine itself was written from scratch, Volatile intentionally implements many design principles we refer to as “Quake ideology”. We are sure that old-school Quake/Half-Life programmers and level designers will notice that almost everything looks familiar. We do our best to incorporate the best principles from the best engines, so you will find some features you have already learnt from Source or Unreal. The engine is cross-platform (Windows, Linux/SteamOS, MacOS, Android), high-perfomance, flexible for game developers, and Steam-friendly. And certainly it is highly integrated with J.A.C.K. editor. We developed a 3D-action game, Perilous Warp, on Volatile engine.
The Volatile3D engine uses DirectX 7.0 (later ported to DirectX 9.0). It is fully compatible with the BSP level format, supports skeletal animation of models, chrome effects, and bump mapping. There is basic player physics.
Volatile3D II game engine was started in 2008 and was considered to be a free alternate to id Tech 4 engine. It is a game engine with modern graphic effects, interactive physics and many other features. Its renderer features realtime per-pixel lighting, parallax mapping, dynamic soft shadows, screen-space ambient occlusion, post-process filters, bezier curves and many other popular graphic techniques. Physics is based on Newton Game Dynamics engine.
batari Basic (bB) is a BASIC-like language for creating Atari 2600 games. It is a compiled language that runs on a computer, and it creates a binary file that can be run on an Atari 2600 emulator or the binary file may be used to make a cartridge that will operate on a real Atari 2600.
A simple and easy-to-use library to enjoy videogames programming