DevMaster.net - Your source for game development
[[ Home | Forums | 3D Engines Database | Wiki | Articles/Tutorials | Game Dev Jobs | IRC Chat Network | Contact Us ]]
Welcome Guest!

 • Features Index
 • Submit Engine
 • List All Engines
• List Recently Added Engines
• List Recently Updated Engines
• Frequently Asked Questions

Advanced Search
Results 1 - 10 of 12 engines.
Sort results by: in
Show more detail
Antiryad Gx 1
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: (6 votes) [Edit] Edit
Antiryad Gx is a cross platform 3d engine. It was tested by the creation of several projects in various studios which used some or the totality of the functionalities of the engine. Antiryad Gx is a product integrating a multitude of tools, mainly developed under Mandrake Linux. It allows to edit some levels of game, export 3d environments, create videos. The API is also acessible with C objects, C++ classes and with the embeded Gel virtual machine scripting language (the scripters have accesss to all Antiryad functions.). All programming and graphics resources are completly platform independant, then a product developed in conformance with Antiryad API should work without modifications on all other supported platforms.
Author Arkham Development
Graphics API OpenGL, DirectX, Glide, Software Operating Systems Windows, Linux, MacOS, Amiga, DOS, Xbox, Playstation, PSP
Programming Language C/C++, BASIC Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Other:
Scripting Proprietary Gel BASIC virtual machine langage.
Built-in Editors
• Mdraw: Bitmaps and textures editor.
• Mapper: 3d object mapper, environment modification, 3d viewer.
• Geltools: General tools for the Gel langage (simplified compilation).
• Baseed: Base level editor.
• Wbuilder: World builder and modeler.
• Text editor: Text editor.
• Resource editor: Windows editor for winbox interfaces.
• Video tools: Tools to create and manage the movies.
Physics Basic Physics, Collision Detection:
Lighting Per-vertex, Per-pixel, Volumetric, Lightmapping, Radiosity:
Shadows Projected planar:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
Scene Management General, Portals, Octrees, Occlusion Culling, LOD:
Animation Keyframe Animation, Skeletal Animation, Morphing, Animation Blending:
Meshes Mesh Loading, Skinning:
Special Effects Environment Mapping, Lens Flares, Particle System, Water, Fire, Explosion, Fog:
Sound & Video 2D Sound, 3D Sound:
Artificial Intelligence Pathfinding, Decision Making, Finite State Machines, Scripted:
Rendering Fixed-function, Fonts, GUI:
Features: Ease of Use:
Stability: Support:
Date Added Thu, 12 Aug 2004 Last Updated Mon, 15 Aug 2005
There are currently 6 reviews for this engine
License Name Price Source Code Comments
Other/Custom Free No Freeware license for freewares applications
Other/Custom Not public No Personnal license
Other/Custom Not public No Professional license
Other/Custom Not public No Enterprise license

CryENGINE 2
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: (4 votes) [Edit] Edit
Real time editing, bump mapping, static lights, network system, integrated physics system, shaders, shadows and a dynamic music system are just some of the state of-the-art features the CryENGINE offers. The CryENGINE comes complete with all of its internal tools and also includes the CryENGINE Sandbox world editing system.
Author Crytek
Graphics API OpenGL, DirectX Operating Systems Windows, Xbox, Playstation, GameCube
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System:
Scripting Based on the popular LUA language. This easy to use system allows the setup and tweaking of weapons/game parameters, playing of sounds and loading of graphics without touching the C++ code.
Built-in Editors
• CryENGINE Sandbox: Is a real-time game editor offering "What you see is what you PLAY" feedback.
• Objects and buildings created using 3ds max™ or Maya® are integrated within the game and editor.
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Lighting Per-vertex, Per-pixel, Lightmapping, Gloss maps, Anisotropic:
Shadows Shadow Volume:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping:
Shaders Vertex, Pixel, High Level:
Scene Management General, Occlusion Culling, LOD:
Animation Inverse Kinematics, Skeletal Animation, Animation Blending:
Meshes Mesh Loading, Skinning, Progressive:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog, Mirror:
Terrain Rendering, CLOD:
Networking System Client-Server:
Sound & Video 2D Sound, 3D Sound:
Artificial Intelligence Pathfinding, Decision Making, Scripted:
Rendering Fixed-function, Render-to-Texture:
Features: Ease of Use:
Stability: Support:
Date Added Wed, 4 Aug 2004 Last Updated Never
There are currently 3 reviews for this engine
License Name Price Source Code Comments
Other/Custom Not public Yes full source code and documentation. Direct support from R&D team.

fl3dge 3
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: Not yet rated [Edit] Edit
fl3dge, pronounces “fledge”, is a 3D game engine for computer games played in web browser with Flash player plug-in. It consists of a Flash based client and an application server in the back-end. It is designed for developing massive multi-player online role-playing games (MMORPG). Games developed with fl3dge can be played on multiple hardware/OS platforms, from any desktop/laptop computers to electronic tablets, PDAs, and multimedia smart phones.
Author Guang Xu
Graphics API Other Operating Systems Windows, Linux, MacOS, Solaris, SunOS, HP/UX, FreeBSD, Irix, OS/2, Amiga, DOS, Xbox, Playstation, GameCube, GBA, PSP, N-Gage, BeOS
Programming Language Not specified Status Beta
Documentation No
Features
General Features Other:
Scripting Flash ActionScript
Physics Collision Detection:
Texturing Basic:
Animation Keyframe Animation:
Networking System Master Server:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Artificial Intelligence Pathfinding, Decision Making:
Rendering Fixed-function:
Features: Not yet rated Ease of Use: Not yet rated
Stability: Not yet rated Support: Not yet rated
Date Added Mon, 6 Mar 2006 Last Updated Wed, 22 Mar 2006
Be the first to write a review for this engine!
License Name Price Source Code Comments
Other/Custom Not public No

Gamebryo 1 4
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: (3 votes) [Edit] Edit
Gamebryo is a cross-platform 3D graphics engine for PC, Xbox, PlayStation 2, and GameCube. The C++ API is highly optimized and customized for each platform and allows the programmer access to hardware capabilities of each individual platform. Gamebryo builds on the proven NetImmerse engine and includes the rendering, animation, and special effects features necessary to create any type of game, as well as outstanding performance to make that game great. See Gamebryo 2 for the newer engine that supports the latest platforms.
Author Numerical Design Limited
Graphics API OpenGL, DirectX Operating Systems Windows, Xbox, Playstation, GameCube
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System:
Built-in Editors Run-Time Performance Analysis Tools: Time to render each object, Number of polygons rendered for each object, Culling vs. rendering statistics per object, and Profile of memory usage.
Physics Collision Detection:
Lighting Per-vertex, Per-pixel, Gloss maps:
Shadows Shadow Mapping:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
Shaders Vertex, Pixel, High Level:
Scene Management General, Portals, Occlusion Culling, PVS, LOD:
Animation Inverse Kinematics, Forward Kinematics, Keyframe Animation, Skeletal Animation, Animation Blending:
Meshes Mesh Loading, Skinning, Progressive:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Fire, Explosion, Decals, Fog:
Rendering Fixed-function, Render-to-Texture:
Features: Ease of Use:
Stability: Support:
Date Added Wed, 7 Jul 2004 Last Updated Wed, 13 Jun 2007
There are currently 3 reviews for this engine
License Name Price Source Code Comments
Other/Custom Not public Yes Price not public. Please contact the authors of the engine for details.

Glacier Game Engine 5
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: (1 votes) [Edit] Edit
The Glacier Engine is a commerical quality game engine. It is the technology used to power Hitman : Contract, Hitman 2 Silent Assassin, Freedom Fighters and Hitman Codename 47.
Author IO Interactive
Graphics API OpenGL, DirectX Operating Systems Windows, Xbox, Playstation
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System, Other:
Scripting a flexible, object-oriented script that can be assigned to custom-programmed objects and thereby enable them to participate in the AI-state machine. The usage of scripts allows behavior to be changed at runtime. The language is event-driven and state-based.
Built-in Editors
• Visual Scene Editor.
• Visual scene player.
• Plug-ins for 3DS MAX, Photoshop and ProTools (the plug-ins).
• The basic workflow supported by the Glacier components consists of producing primitives in commercial geometry editor, texture editors and sound tools like 3DS MAX, Photoshop and Protools, building the scene from the primitives in the Editor application and playing the scene in the Player
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Lighting Per-vertex, Per-pixel, Volumetric, Lightmapping:
Shadows Shadow Mapping, Shadow Volume:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping:
Shaders Pixel, High Level:
Scene Management General, LOD:
Animation Inverse Kinematics, Keyframe Animation, Skeletal Animation, Animation Blending:
Meshes Mesh Loading, Skinning, Progressive:
Surfaces & Curves Splines, Patches:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Mirror:
Terrain Rendering, CLOD:
Networking System Client-Server:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Artificial Intelligence Pathfinding, Decision Making, Finite State Machines, Scripted:
Rendering Fixed-function, Render-to-Texture, Fonts, GUI:
Features: Ease of Use:
Stability: Support:
Date Added Sat, 11 Sep 2004 Last Updated Sat, 11 Sep 2004
There are currently 1 reviews for this engine
License Name Price Source Code Comments
Other/Custom Not public Yes

Intrinsic Alchemy 6
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: Not yet rated [Edit] Edit
A game engine created by Vicarious Vision, used to power Crash Nitro Kart, Madagascar The Game, Shrek 2 and many other games in relation to Vicarious Visions.
Author Vicarious Visions
Graphics API OpenGL, DirectX Operating Systems Windows, Linux, MacOS, Xbox, Playstation, GameCube, GBA
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System, Other:
Scripting
Built-in Editors
Lighting Per-vertex, Per-pixel, Gloss maps:
Shadows Projected planar, Shadow Volume:
Texturing Basic, Multi-texturing, Bumpmapping, Procedural:
Shaders High Level:
Scene Management General:
Animation Inverse Kinematics, Skeletal Animation, Animation Blending:
Meshes Mesh Loading:
Special Effects Environment Mapping:
Rendering Fixed-function, Render-to-Texture, Fonts:
Features: Not yet rated Ease of Use: Not yet rated
Stability: Not yet rated Support: Not yet rated
Date Added Wed, 3 Aug 2005 Last Updated Tue, 27 Sep 2005
Be the first to write a review for this engine!
License Name Price Source Code Comments
Other/Custom Not public Yes Not Availbe to the public.

Lightsprint 7
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: Not yet rated [Edit] Edit
Realtime Radiosity engine - improves game illumination. Does both precomputed and true realtime calculated radiosity. Can render or be integrated as a subsystem of game renderer. Strengths: speed and low memory footprint (7 years of optimizations).
Author Lightsprint
Graphics API OpenGL, DirectX Operating Systems Windows, Linux, MacOS, Solaris, SunOS, HP/UX, FreeBSD, Irix, OS/2, Amiga, DOS, Xbox, Playstation, GameCube, GBA, PSP, N-Gage, BeOS
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Other:
Physics Collision Detection:
Lighting Per-vertex, Per-pixel, Lightmapping, Radiosity, Gloss maps:
Shadows Shadow Mapping:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping:
Shaders Vertex, Pixel, High Level:
Scene Management General:
Meshes Mesh Loading:
Special Effects Environment Mapping:
Features: Not yet rated Ease of Use: Not yet rated
Stability: Not yet rated Support: Not yet rated
Date Added Wed, 29 Apr 2009 Last Updated Wed, 29 Apr 2009
Be the first to write a review for this engine!
License Name Price Source Code Comments
Other/Custom Free No 30 day Evaluation License
Other/Custom Not public No Day edition, Night edition, Architect edition
Other/Custom Not public Yes Source Licenses

Mobex3D 8
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: Not yet rated [Edit] Edit
Mobex3D is a general purpose 3D framework targeted at Pocket PCs, SmartPhones, PCs, Workstations and embedded devices. Providing scalability and expandability, Mobex3D can deliver performance on all platforms, by utilizing the hardware potential.
Author Notorious Solutions LTD, Firestorm SRL
Graphics API OpenGL, DirectX, Software, Other Operating Systems Windows, Linux, MacOS, Solaris, SunOS, FreeBSD, Xbox, Playstation, GameCube, PSP, N-Gage
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System, Other:
Scripting
Built-in Editors PC emulator of all engine's platforms
Physics Basic Physics, Collision Detection, Rigid Body:
Lighting Per-vertex, Per-pixel, Volumetric, Lightmapping, Radiosity:
Shadows Shadow Mapping, Shadow Volume:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
Shaders Vertex, Pixel, High Level:
Scene Management General, BSP, Portals, Octrees, Occlusion Culling, PVS, LOD:
Animation Inverse Kinematics, Keyframe Animation, Animation Blending:
Meshes Mesh Loading, Skinning, Progressive, Deformation:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather, Mirror:
Terrain Rendering:
Networking System Client-Server, Peer-to-Peer, Master Server:
Sound & Video 2D Sound, 3D Sound:
Artificial Intelligence Pathfinding, Decision Making, Finite State Machines, Scripted:
Rendering Fixed-function, Raytracing, Render-to-Texture, Fonts, GUI:
Features: Not yet rated Ease of Use: Not yet rated
Stability: Not yet rated Support: Not yet rated
Date Added Thu, 8 Dec 2005 Last Updated Never
Be the first to write a review for this engine!
License Name Price Source Code Comments
Other/Custom Not public Yes Price varies on situation and level of our involvment required

OpenSceneGraph 9
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: (9 votes) [Edit] Edit
OpenSceneGraph is an portable, high level graphics toolkit for the development of high peformance graphics applications such as flight simulators, games, virtual reality or scientific visualization. Providing an object orientated framework on top of OpenGL, it frees the developer from implementing and optimizing low level graphics calls, and provide many additional utilities for rapid development of graphics applications.
Author Robert Osfield and Don Burns
Graphics API OpenGL Operating Systems Windows, Linux, MacOS, Solaris, SunOS, FreeBSD, Irix, Playstation
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System:
Scripting
• Lua scripting provided via OsgVortex plugin.
• Supports also python through pyOSG external plugin
Built-in Editors osgedit: allows editing some of the features in scenegraph
Physics Basic Physics, Collision Detection, Rigid Body:
Lighting Per-vertex, Anisotropic:
Shadows Projected planar, Shadow Volume:
Texturing Basic, Multi-texturing, Mipmapping, Projected:
Shaders Vertex, Pixel, High Level:
Scene Management General, Occlusion Culling, LOD:
Animation Keyframe Animation, Skeletal Animation, Animation Blending:
Meshes Mesh Loading, Skinning:
Special Effects Environment Mapping, Billboarding, Particle System, Mirror:
Terrain Rendering, CLOD:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Rendering Fixed-function, Render-to-Texture:
Features: Ease of Use:
Stability: Support:
Date Added Wed, 4 Aug 2004 Last Updated Mon, 26 Jun 2006
There are currently 7 reviews for this engine
License Name Price Source Code Comments
LGPL Free Yes

Q Engine 10
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: (1 votes) [Edit] Edit
The Q engine is a traditional scene-graph retained mode API combined with a cell-portal system to connect multiple scene graph spaces known as zones together. This group of APIs comprises the world management system of Q. The world management system uses a persistent object-database combined with an object management system to request and preload assets required to simulate and render a scene. Q supports an unlimited size of world database, the gating factor on performance being the number and size of zones in scope, i.e. the number and complexity of scene graphs being rendered and simulated. Q is designed to work as a streaming engine where new zones can be preloaded from CD while old zones are swapped out of memory. The key that enables Q to make this work lies in the ability to author and validate content to a fixed memory cache size and given load bandwidth with QStudio. Q also supports an innovative LOD management system that streams higher mesh and texture detail from the CD once all essential assets have been loaded.
Author Qube Software Ltd.
Graphics API OpenGL, DirectX Operating Systems Windows, Linux, Xbox, Playstation
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design:
Scripting
Built-in Editors
Lighting Per-vertex, Gloss maps:
Shadows Projected planar:
Texturing Basic, Multi-texturing:
Scene Management General, BSP, Portals, Octrees, LOD:
Animation Keyframe Animation:
Meshes Mesh Loading, Skinning:
Special Effects Particle System, Sky:
Terrain Rendering:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Rendering Fixed-function, Render-to-Texture:
Features: Ease of Use:
Stability: Support:
Date Added Fri, 6 Aug 2004 Last Updated Never
There are currently 1 reviews for this engine
License Name Price Source Code Comments
Other/Custom Free No Free for Windows and Linux development, no support
Other/Custom $16,800.00 No One years support for Windows and Linux development
Other/Custom $31,200.00 No One years support for all platforms including PS2 and XBox

New features      Updated features
<< 1 2 >>


Copyright ©2003-2009, DevMaster.net. All rights reserved.