| Results 1 - 5 of 5 engines. |
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| C4 Engine |
1 |
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Rating:
(74 votes) |
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|
| It's a multi-platform operating system for games. It includes a comprehensive suite of game technologies including 3D sound and music, network communications, input devices, memory and resource management, and a lot more. |
| Author |
Terathon Software (Eric Lengyel) |
|
|
| Graphics API |
OpenGL |
Operating Systems |
Windows, MacOS, PS3 |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System: |
|
Scripting |
| • |
Graphical script editor |
| • |
Scripts are edited graphically for easy artist/designer access |
| • |
Games can easily define custom script components, and these automatically appear in the editor |
| • |
Controllers can advertise custom function calls that can be accessed from scripts |
| • |
Scripts support variables, looping, and conditional execution, all shown in a concise graphical manner |
|
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Built-in Editors |
| • |
Full-featured integrated cross-platform world editor |
| • |
Interface panel editor |
| • |
Advanced surface attribute manipulation and material management |
| • |
Complete built-in windowing system |
| • |
Powerful and intuitive interface design |
|
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Physics |
Basic Physics, Collision Detection, Rigid Body: |
|
Lighting |
Per-vertex, Per-pixel, Lightmapping, Radiosity, Gloss maps, Anisotropic: |
|
Shadows |
Shadow Mapping, Projected planar, Shadow Volume: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General, Portals, Occlusion Culling, LOD: |
|
Animation |
Skeletal Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Progressive: |
|
Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle System, Motion Blur, Sky, Water, Fire, Decals, Fog, Mirror: |
|
Terrain |
Rendering: |
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Networking System |
Client-Server: |
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Sound & Video |
2D Sound, 3D Sound, Streaming Sound: |
|
Rendering |
Fixed-function, Render-to-Texture: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Mon, 19 Jul 2004 |
Last Updated |
Fri, 24 Apr 2009 |
|
There are currently 73 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
$350.00 |
Yes |
All future updates available at no additional cost. |
|
| Elemental Engine II |
2 |
Show Details
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Review or Rate this Engine |
Rating:
(4 votes) |
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|
| Elemental Engine II is a full open source game engine capable of editing and creating 3D video game worlds in real time. Elemental Engine II covers all video game development features, such as 3D rendering, 3D audio, and graphical user interface (GUI) design. The Engine contains built-in networking capabilities including multiplayer online games with tournaments and statistics that integrate into the http://www.phatyaffle.com website. It also features artificial intelligence using hierarchal state machines and LUA scripting. Elemental Engine II is fully capable of working with next generation consoles and includes LUA scripting, particle system, and is backed by a full physics system. There is also a fully functioning world editor complete with source code.
Support for the Elemental Engine II is through a community-based system at http://wiki.phatyaffle.com and source is available at http://svn.phatyaffle.com. To obtain access it is required to register at http://www.phatyaffle.com as a developer and the registration is free. |
| Author |
Signature Devices, Inc. |
|
|
| Graphics API |
DirectX |
Operating Systems |
Windows, PSP, Xbox360, PS2, PS3, Nintendo Wii, Nintendo DS/iDS |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other: |
|
Scripting |
LUA scripting and Debugger |
|
Built-in Editors |
Particle Editor
Terrain Editor
Object Editor
Database Editor
Lua Editor/Debugger
Hierarchical State Machine Editor
World Editor
GUI Editor
Animation Viewer
Model Viewer
MFC Based |
|
Physics |
Basic Physics, Collision Detection, Rigid Body: |
|
Lighting |
Per-vertex, Per-pixel: |
|
Shadows |
Shadow Mapping: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General, Octrees, PVS, LOD: |
|
Animation |
Forward Kinematics, Keyframe Animation, Skeletal Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning: |
|
Surfaces & Curves |
Splines: |
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Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle System, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather: |
|
Terrain |
Rendering, Splatting: |
|
Networking System |
Client-Server, Peer-to-Peer, Master Server: |
|
Sound & Video |
2D Sound, 3D Sound, Streaming Sound: |
|
Artificial Intelligence |
Decision Making, Finite State Machines, Scripted: |
|
Rendering |
Fixed-function, Render-to-Texture, Fonts, GUI: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Fri, 29 Aug 2008 |
Last Updated |
Never |
|
There are currently 4 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Free |
Yes |
|
|
| EMotion FX |
3 |
Show Details
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Review or Rate this Engine |
Rating:
Not yet rated |
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|
| EMotion FX is a real-time character animation system which allows game developers to quickly add animated, interactive, life-like characters into their games.
Specifically, the availability of advanced features such as complex inverse kinematics solvers and lookat controllers, lipsync and facial animation increases the interactivity and emotional expressiveness of characters like never seen before.
|
| Author |
Mystic Game Development |
|
|
| Graphics API |
OpenGL, DirectX, Software, Other |
Operating Systems |
Windows, Xbox360, PS3, Nintendo Wii, iPhone |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Other: |
|
Built-in Editors |
EMotion Studio is the program that can be used by both artists and programmers. Artists can easily view, test and inspect their exported characters and motions. Next to this they can create facial animations including (automated) lipsync. Colors can be adjusted to customize the looks of the interface. Click on the images to enlarge them. |
|
Animation |
Inverse Kinematics, Forward Kinematics, Keyframe Animation, Skeletal Animation, Morphing, Facial Animation, Animation Blending: |
|
| Features: |
Not yet rated |
Ease of Use: |
Not yet rated |
| Stability: |
Not yet rated |
Support: |
Not yet rated |
| Date Added |
Thu, 9 Mar 2006 |
Last Updated |
Wed, 25 Jul 2007 |
|
Be the first to write a review for this engine!
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
Yes |
|
|
| Nytro Game Engine |
4 |
Show Details
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Email author
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Review or Rate this Engine |
Rating:
Not yet rated |
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|
| The Nytro Game Engine is a consistent game (or other multimedia application) authoring platform, written in clean C++, with cross-platform in mind, extensible through a plugin based architecture, an artist friendly tool chain, well documented, aiming at both indie and big developers. |
| Author |
7thFACTOR Entertainment Studios |
|
|
| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Linux, Xbox360, PS3 |
| Programming Language |
C/C++ |
Status |
Beta |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other: |
|
Scripting |
| • |
currently based on LUA scripting language, but any kind of scripting system can be easily integrated |
| • |
set / get entity properties from script |
| • |
call commands on entities |
| • |
create new entities in script |
|
|
Physics |
Basic Physics, Collision Detection, Rigid Body, Vehicle Physics: |
|
Lighting |
Per-vertex, Per-pixel, Volumetric, Lightmapping, Radiosity, Gloss maps, Anisotropic: |
|
Shadows |
Shadow Mapping, Projected planar: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric, Projected, Procedural: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General, Portals, Octrees, Occlusion Culling, LOD: |
|
Animation |
Inverse Kinematics, Forward Kinematics, Keyframe Animation, Skeletal Animation, Morphing, Facial Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning, Deformation: |
|
Surfaces & Curves |
Splines: |
|
Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather, Mirror: |
|
Terrain |
Rendering, Splatting: |
|
Networking System |
Client-Server, Peer-to-Peer, Master Server: |
|
Sound & Video |
2D Sound, 3D Sound, Streaming Sound: |
|
Artificial Intelligence |
Pathfinding, Decision Making, Finite State Machines, Scripted, Neural Networks: |
|
Rendering |
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 |
Fri, 3 Jul 2009 |
Last Updated |
Never |
|
Be the first to write a review for this engine!
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
Yes |
Full sources, full rights to modify |
| Other/Custom |
Not public |
No |
Binaries |
| Other/Custom |
Not public |
No |
Other types of licensing can be discussed per client |
|
| Unreal Engine 3 |
5 |
Show Details
Web page
Email author
Read Reviews
Review or Rate this Engine |
Rating:
(7 votes) |
Edit
|
| Unreal Engine 3 is a complete game development framework for next-generation consoles and DirectX9-equipped PC's, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers. |
| Author |
Epic Games Inc. |
|
|
| Graphics API |
OpenGL, DirectX |
Operating Systems |
Windows, Linux, MacOS, Xbox360, PS3 |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
|
|
| Features |
|
General Features |
Object-Oriented Design, Plug-in Architecture, Save/Load System: |
|
Scripting |
| • |
UnrealScript gameplay scripting language provides automatic support for metadata; persistence with very flexible file format backwards-compatibility; support for exposing script properties to level designers in UnrealEd; a GUI-based script debugger; and native language support for many concepts important in gameplay programming, such as dynamically scoped state machines and time-based (latent) execution of code. |
| • |
Visual AI Scripting Tool enabling designers to create complex interactive in-game scenarios, such as player objectives, versatile triggering of game events, and interactive cinematics. |
|
|
Built-in Editors |
| • |
Visual physics modeling tool built into UnrealEd, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor. |
| • |
AI paths are viewable and editable by level designers in UnrealEd, allowing customization and hinting |
| • |
"UnrealMatinee", a timeline-based visual sequencing, animation, and spline path tool. Designers use this to create in-game cinematics, both interactive and non-interactive by sequencing animations, moving objects including cameras, controlling sounds and visual special effects, and triggering gameplay and AI events. |
| • |
Visual Sound Tool in UnrealEd gives sound designers complete control over sounds, sound levels, sequencing, looping, filtering, modulation, pitch shift, and randomization. Sounds parameters are separated from code to an extent that sound designers can control all sounds associated with gameplay, cinematics and animation sequences. |
|
|
Physics |
Basic Physics, Collision Detection, Rigid Body, Vehicle Physics: |
|
Lighting |
Per-vertex, Per-pixel, Volumetric, Lightmapping, Gloss maps, Anisotropic: |
|
Shadows |
Shadow Mapping, Projected planar, Shadow Volume: |
|
Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric, Projected, Procedural: |
|
Shaders |
Vertex, Pixel, High Level: |
|
Scene Management |
General, BSP, Portals, LOD: |
|
Animation |
Inverse Kinematics, Keyframe Animation, Skeletal Animation, Facial Animation, Animation Blending: |
|
Meshes |
Mesh Loading, Skinning, Progressive, Tessellation, Deformation: |
|
Surfaces & Curves |
Splines, Patches: |
|
Special Effects |
Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather, Mirror: |
|
Terrain |
Rendering, CLOD, Splatting: |
|
Networking System |
Client-Server, Peer-to-Peer: |
|
Sound & Video |
2D Sound, 3D Sound, Streaming Sound: |
|
Artificial Intelligence |
Pathfinding, Decision Making, Finite State Machines, Scripted: |
|
Rendering |
Fixed-function, Render-to-Texture: |
|
| Features: |
 |
Ease of Use: |
 |
| Stability: |
 |
Support: |
 |
| Date Added |
Mon, 5 Jul 2004 |
Last Updated |
Wed, 11 Jul 2007 |
|
There are currently 7 reviews for this engine
|
|
| License Name |
Price |
Source Code |
Comments |
| Other/Custom |
Not public |
Yes |
Cost is estimated to be more than $700,000 |
|
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