game engine
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Siriel4 game engine 0.9.1
Siriel4 game engine project is a game engine for adventure, arcade, maze-like games. more>>
Siriel4 game engine project is a game engine for adventure, arcade, maze-like games.
The main goal of this engine is to provide tools and scripts for easy game creation.
Game creators only write the necessary scenario descriptions for the game in a scripting language (such as Lua) and do not have to care about such low-level details as animation loading, etc.
Main features:
- Lua-5.0 - scripting language support
- DUMB - music and audio support
- Multiplayer
- Terminal support for controlling engine
Enhancements:
- fixed widget system
- removed procedure for separate processing of widget and replaced by flag indicating status of widget
- basic support of room neighbours
- fixed Makefile - include paths
- fixed freeze mode of univers (bug: avatar can move in freeze mode)
- callback function
- avatar can walk through rooms
- fixed processing and displaying things in correct rooms, so they display only in rooms where they are connected to
- fixed collision with object
<<lessThe main goal of this engine is to provide tools and scripts for easy game creation.
Game creators only write the necessary scenario descriptions for the game in a scripting language (such as Lua) and do not have to care about such low-level details as animation loading, etc.
Main features:
- Lua-5.0 - scripting language support
- DUMB - music and audio support
- Multiplayer
- Terminal support for controlling engine
Enhancements:
- fixed widget system
- removed procedure for separate processing of widget and replaced by flag indicating status of widget
- basic support of room neighbours
- fixed Makefile - include paths
- fixed freeze mode of univers (bug: avatar can move in freeze mode)
- callback function
- avatar can walk through rooms
- fixed processing and displaying things in correct rooms, so they display only in rooms where they are connected to
- fixed collision with object
Download (0.63MB)
Added: 2006-11-17 License: GPL (GNU General Public License) Price:
1072 downloads
Eclipse 2D Game Engine 1.0
Eclipse 2D Game Engine provides bitmap fonts, window management, audio capabilities, image loading, error logging, and zip file. more>>
Eclipse is a set of C++ classes designed to give beginner developers a head start in developing their first games as well as more experienced developers who dont want to have to write code for mundane tasks like fonts, sprites, and image loading.
Eclipse 2D Game Engine provides bitmap fonts, window management, audio capabilities, image loading, error logging, and zip file support.
<<lessEclipse 2D Game Engine provides bitmap fonts, window management, audio capabilities, image loading, error logging, and zip file support.
Download (0.38MB)
Added: 2006-08-24 License: GPL (GNU General Public License) Price:
1166 downloads
KoalaMud Game Engine 0.3.6a
KoalaMud Game Engine project is a multithreaded MUD server. more>>
KoalaMud Game Engine project is a multithreaded MUD server.
KoalaMud is a MUD source base designed around multithreading and stability. On top of this platform, Shadow of the Wheel is evolving to demonstrate its capabilities.
Enhancements:
- Tons of new stuff done here.
- We now have basic rooms support completed, though there are still some additional pieces to be flushed out.
- We also have the first part of the skills system outlined and language support is more flushed out now.
- The network code has been completely rewriten to extract Qt from that loop.
- All input is now processed in the thread pool via ZThread tasks.
- Overall the system seems to be even more responsive now and I have not had nearly as many problems with stability since this code conversion.
- Split commands into multiple command trees that are searched as needed.
- Currently we have standard commands and immortal commands.
- All of the OLC editors have been moved under the olc command tree for simplicity and consistancy as well.
- This also paves the way for aliases later on.
- Also added color marker support.
<<lessKoalaMud is a MUD source base designed around multithreading and stability. On top of this platform, Shadow of the Wheel is evolving to demonstrate its capabilities.
Enhancements:
- Tons of new stuff done here.
- We now have basic rooms support completed, though there are still some additional pieces to be flushed out.
- We also have the first part of the skills system outlined and language support is more flushed out now.
- The network code has been completely rewriten to extract Qt from that loop.
- All input is now processed in the thread pool via ZThread tasks.
- Overall the system seems to be even more responsive now and I have not had nearly as many problems with stability since this code conversion.
- Split commands into multiple command trees that are searched as needed.
- Currently we have standard commands and immortal commands.
- All of the OLC editors have been moved under the olc command tree for simplicity and consistancy as well.
- This also paves the way for aliases later on.
- Also added color marker support.
Download (0.22MB)
Added: 2006-12-18 License: BSD License Price:
1041 downloads
Crate Game Engine Milestone 4.1
The Crate Game Engine is a game engine that is designed to make creating games trivial. more>>
Crate Game Engine is a game engine that is designed to make the process of creating games trivial.
The rendering engine and scripting engine are removed from the game engine to make the specialization of games as easy as possible.
An XML game loader will be implemented to make creating games require no recompiling.
Extremely easy to use game engine with modular Scripting and Rendering engines.
Milestones:
Milestone 1: Basic framework compilable (completed Oct 9, 2005)
Milestone 2: C++ proof of concept demo using framework & text based RenderingEngine
Milestone 3: XML based game loader with Milestone 2 game ported to it
Milestone 4: Scripting support with Milestone 3 game ported to it
Milestone 5: 2D Rendering Engine with Milestone 4 game ported to it
Enhancements:
- This release includes minor API and documentation updates, as well as a logging system.
<<lessThe rendering engine and scripting engine are removed from the game engine to make the specialization of games as easy as possible.
An XML game loader will be implemented to make creating games require no recompiling.
Extremely easy to use game engine with modular Scripting and Rendering engines.
Milestones:
Milestone 1: Basic framework compilable (completed Oct 9, 2005)
Milestone 2: C++ proof of concept demo using framework & text based RenderingEngine
Milestone 3: XML based game loader with Milestone 2 game ported to it
Milestone 4: Scripting support with Milestone 3 game ported to it
Milestone 5: 2D Rendering Engine with Milestone 4 game ported to it
Enhancements:
- This release includes minor API and documentation updates, as well as a logging system.
Download (0.20MB)
Added: 2005-12-09 License: LGPL (GNU Lesser General Public License) Price:
805 downloads
Drome Engine 0.3.3
Drome Engine is a 3D game engine thats written in C++ and uses OpenGL for graphics rendering. more>>
Drome Engine is a 3D game engine thats written in C++ and uses OpenGL for graphics rendering. Its currently under constant development; the main focus at this time is to improve and stabilize the application programming interface (API).
<<less Download (0.43MB)
Added: 2005-09-22 License: GPL (GNU General Public License) Price:
1497 downloads
Fuzz Engine 0.5
Fuzz Engine is an SDL/Mono-based 2D game engine. more>>
Fuzz Engine is an SDL/Mono-based 2D game engine that loads its games from XML so that anyone with a simple text editor can produce their own high-performance games in minutes.
Known problems: the platform game system is still pretty flaky.
<<lessKnown problems: the platform game system is still pretty flaky.
Download (0.38MB)
Added: 2006-10-04 License: GPL (GNU General Public License) Price:
1119 downloads
madlibs engine 1.0
madlibs engine project is a MadLibs clone. more>>
madlibs engine project is a MadLibs clone.
The madlibs engine is a tiny engine for MadLibs-like interactive stories. Basically, you enter different words of a certain part of speech.
The program pastes them into a story text, creating weird, funny, or stupid results.
It runs on anything from a line printer to an xterm.
<<lessThe madlibs engine is a tiny engine for MadLibs-like interactive stories. Basically, you enter different words of a certain part of speech.
The program pastes them into a story text, creating weird, funny, or stupid results.
It runs on anything from a line printer to an xterm.
Download (4.62MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1069 downloads
Nelit2 Engine 0.1.2
Nelit2 Engine project is a game engine. more>>
Nelit2 Engine project is a game engine.
Nelit2 Engine is a game engine that uses a Model-View-Controller concept. All View-s classes was developed by me, and you can dont worrie about this.
Model-s classes also was developed by me, but you can modify it for your game or write new class and use Model class how abstract.
The engine uses some popular libraries such OpenGL and SDL.
It works on Unix systems and on Windows.
Enhancements:
- Decoding png, bmp, jpg texture-file.
- 3D mesh.
- Cubemap texturing.
<<lessNelit2 Engine is a game engine that uses a Model-View-Controller concept. All View-s classes was developed by me, and you can dont worrie about this.
Model-s classes also was developed by me, but you can modify it for your game or write new class and use Model class how abstract.
The engine uses some popular libraries such OpenGL and SDL.
It works on Unix systems and on Windows.
Enhancements:
- Decoding png, bmp, jpg texture-file.
- 3D mesh.
- Cubemap texturing.
Download (MB)
Added: 2006-12-05 License: GPL (GNU General Public License) Price:
1054 downloads
Absolut Engine 1.72
Absolut Engine is a news publishing system. more>>
Absolut Engine is a news publishing system. It features three-layer access (admin/chief/editor), article posting, editing, and deleting. Absolut Engine includes a powerful image managing tool, a file manager, and a related articles manager.
Rich text editing is provided via a built-in WYSIWYG editor that produces XHTML 1.0 Strict-compliant code. Absolut Engine is easy to extend via module functionality. The provided modules include Discussions, Surveys, RSS Feed, Search Engine Optimization (static/clean URLs), and a message system for better communication between users.
Absolut Engine produces Web-standards-compliant valid and accessible XHTML 1.0 Strict and CSS semantically-correct code.
<<lessRich text editing is provided via a built-in WYSIWYG editor that produces XHTML 1.0 Strict-compliant code. Absolut Engine is easy to extend via module functionality. The provided modules include Discussions, Surveys, RSS Feed, Search Engine Optimization (static/clean URLs), and a message system for better communication between users.
Absolut Engine produces Web-standards-compliant valid and accessible XHTML 1.0 Strict and CSS semantically-correct code.
Download (0.31MB)
Added: 2006-08-30 License: GPL (GNU General Public License) Price:
1155 downloads
Kyra Sprite Engine 2.1.3
Kyra Sprite Engine project is a C++ sprite engine built on SDL. more>>
Kyra Sprite Engine project is a C++ sprite engine built on SDL.
Kyra is a simple, fully featured Sprite engine written in C++. The Kyra engine is suited to 2D, isometric, and quasi-3D games.
It is built on top of SDL for cross platform use. It supports tiles, sprites, and user drawn surfaces.
It has full support for alpha blending, scaling, color transformation, pixel perfect collision detection, OpenGL acceleration, and mouse testing.
It comes with tools to define sprites and import images into the system.
Enhancements:
- Update Kyra to work with the new SDL 1.2.11
- Fixed 64 bit support for Kyra.
<<lessKyra is a simple, fully featured Sprite engine written in C++. The Kyra engine is suited to 2D, isometric, and quasi-3D games.
It is built on top of SDL for cross platform use. It supports tiles, sprites, and user drawn surfaces.
It has full support for alpha blending, scaling, color transformation, pixel perfect collision detection, OpenGL acceleration, and mouse testing.
It comes with tools to define sprites and import images into the system.
Enhancements:
- Update Kyra to work with the new SDL 1.2.11
- Fixed 64 bit support for Kyra.
Download (3.4MB)
Added: 2006-11-08 License: GPL (GNU General Public License) Price:
1081 downloads
Sphere RPG Engine 1.0
Sphere RPG Engine project is a role-playing game creation engine. more>>
Sphere RPG Engine project is a role-playing game creation engine.
Sphere is a RPGCE (a role-playing game (RPG) creation engine) that allows you to relatively easily put together an RPG along the lines of Final Fantasy 6 or Phantasy Star.
It supports 32-bit graphics (with 256 levels of translucency) and MP3, Ogg, MOD, S3M, IT, and XM files for audio (and WAV and SPX (speex) for sound effects), and does not place arbitrary limits on map, tile set, sprite set, or script sizes.
It also supports the three standard modes of input for games: keyboard, mouse, and joystick.
Sphere uses SpiderMonkey (Mozillas JavaScript implementation) for scripting. JavaScript is a very powerful, easy, and flexible language.
The core Sphere engine, after being installed, can run several games. This means that the games dont have to be distributed with the engine, saving download time and disk space. Also, the games can be run on other operating systems, such as Linux, if the engine runs there. On the other hand, you can include the Sphere engine with your game so that Windows users can run your game out of the box.
The Sphere engine is based around maps. Maps use tilesets, which are collections of tiles. A map of a beach would have tiles that represent the sand, the water, clouds, signs, and anything else on the beach. Sphere has support for animated tiles.
Torches could flicker in a cave, or waves could lap at the shore. Maps support unlimited layers, each with parallax and automatic scrolling.
Objects in Sphere are represented as entities. Townspeople are defined with spritesets, which are collections of frames. People can walk in eight directions, and have special directions (usually used for emotions or running). Unlike most RPG engines, spritesets in Sphere have a variable size. Large animal spritesets are used just as easily as people.
<<lessSphere is a RPGCE (a role-playing game (RPG) creation engine) that allows you to relatively easily put together an RPG along the lines of Final Fantasy 6 or Phantasy Star.
It supports 32-bit graphics (with 256 levels of translucency) and MP3, Ogg, MOD, S3M, IT, and XM files for audio (and WAV and SPX (speex) for sound effects), and does not place arbitrary limits on map, tile set, sprite set, or script sizes.
It also supports the three standard modes of input for games: keyboard, mouse, and joystick.
Sphere uses SpiderMonkey (Mozillas JavaScript implementation) for scripting. JavaScript is a very powerful, easy, and flexible language.
The core Sphere engine, after being installed, can run several games. This means that the games dont have to be distributed with the engine, saving download time and disk space. Also, the games can be run on other operating systems, such as Linux, if the engine runs there. On the other hand, you can include the Sphere engine with your game so that Windows users can run your game out of the box.
The Sphere engine is based around maps. Maps use tilesets, which are collections of tiles. A map of a beach would have tiles that represent the sand, the water, clouds, signs, and anything else on the beach. Sphere has support for animated tiles.
Torches could flicker in a cave, or waves could lap at the shore. Maps support unlimited layers, each with parallax and automatic scrolling.
Objects in Sphere are represented as entities. Townspeople are defined with spritesets, which are collections of frames. People can walk in eight directions, and have special directions (usually used for emotions or running). Unlike most RPG engines, spritesets in Sphere have a variable size. Large animal spritesets are used just as easily as people.
Download (2.4MB)
Added: 2007-01-04 License: GPL (GNU General Public License) Price:
1044 downloads
JGame 3.0
JGame is a small high-level 2D game engine for producing games on Java platforms. more>>
JGame is a small high-level 2D game engine for producing games on Java platforms. It does a lot of the stuff you need for a game automatically, and "classic" type arcade games can be developed with a minimum of effort.
It is based on sprites with automatic collision detection, and a tile-based background with easy sprite-tile interaction facilities. JGame games can easily be run as stand-alone applications or as applets, and can be scaled to any resolution.
Main features:
- Tested on various platforms; can easily be run as applet as well.
- Ensures optimised and accelerated graphics for a variety of displays; even works well on remote X11 displays.
- The game is programmed at one resolution, but can be scaled to any desired resolution when run.
- Built-in animated "sprite" engine, with easy animation definition.
- Tile-based background handling, with decorative backdrop.
- Automatic collision detection with sprites and background tiles, and easy background tile interaction.
- Load sprites, tiles, and colour fonts directly from sprite sheets.
- Define images and animations in a text file.
Enhancements:
- New platform-independent versions of Point, Rectangle, Color, Font.
- Changes in package structure. Base classes are now in jgame, platform independent implementation details in jgame.impl, platform dependent classes in jgame.platform.
- Major changes in JGEngine/JGCanvas. A platform independent interface JGEngineInterface has been defined. The platform-independent code has been moved to jgame.impl.*, and for each platform there is a platform-dependent version of JGEngine, delegating functionality to jgame.impl.EngineLogic where possible.
- ImageUtil has been split into a platform-independent interface JGImage, and platform implementations JREImage and MIDPImage.
- StdGame now has two versions, the original for JRE and a somewhat simplified version for MIDP.
- The package tree has been changed. The sources are now in src-*, classes are compiled into classes-*. Compilation of the JGame classes and the examples and applications has been split.
- The code has been optimised: object creations in the most important tight loops have been reduced to near zero, repaintBG has been optimised by a factor 2, isOnPF/isInView were optimised.
- a small bug in background copying where the area bounds would exceed the size of the source image was fixed.
- A few methods were added specifically for use the Midlet platform, such as isMidlet(), displayWidth/Height(), setScalingPreferences().
- setCursor has been renamed to SetMouseCursor.
- there is a new engine getTiles method that copies the data into an existing object. Semantics of the getTiles methods in JGObject have been changed to return a local variable with the information copied into it, rather than create an object every time. Semantics of some other methods such as getImage is changed so as not to create a new object every time.
- fixed bug in exitEngine which did not set the JGObject default_engine to null
- fixed access exception occurring in unsigned webstart.
- improved frame skip logic so that game runs smoothly even if the machine is way too slow
<<lessIt is based on sprites with automatic collision detection, and a tile-based background with easy sprite-tile interaction facilities. JGame games can easily be run as stand-alone applications or as applets, and can be scaled to any resolution.
Main features:
- Tested on various platforms; can easily be run as applet as well.
- Ensures optimised and accelerated graphics for a variety of displays; even works well on remote X11 displays.
- The game is programmed at one resolution, but can be scaled to any desired resolution when run.
- Built-in animated "sprite" engine, with easy animation definition.
- Tile-based background handling, with decorative backdrop.
- Automatic collision detection with sprites and background tiles, and easy background tile interaction.
- Load sprites, tiles, and colour fonts directly from sprite sheets.
- Define images and animations in a text file.
Enhancements:
- New platform-independent versions of Point, Rectangle, Color, Font.
- Changes in package structure. Base classes are now in jgame, platform independent implementation details in jgame.impl, platform dependent classes in jgame.platform.
- Major changes in JGEngine/JGCanvas. A platform independent interface JGEngineInterface has been defined. The platform-independent code has been moved to jgame.impl.*, and for each platform there is a platform-dependent version of JGEngine, delegating functionality to jgame.impl.EngineLogic where possible.
- ImageUtil has been split into a platform-independent interface JGImage, and platform implementations JREImage and MIDPImage.
- StdGame now has two versions, the original for JRE and a somewhat simplified version for MIDP.
- The package tree has been changed. The sources are now in src-*, classes are compiled into classes-*. Compilation of the JGame classes and the examples and applications has been split.
- The code has been optimised: object creations in the most important tight loops have been reduced to near zero, repaintBG has been optimised by a factor 2, isOnPF/isInView were optimised.
- a small bug in background copying where the area bounds would exceed the size of the source image was fixed.
- A few methods were added specifically for use the Midlet platform, such as isMidlet(), displayWidth/Height(), setScalingPreferences().
- setCursor has been renamed to SetMouseCursor.
- there is a new engine getTiles method that copies the data into an existing object. Semantics of the getTiles methods in JGObject have been changed to return a local variable with the information copied into it, rather than create an object every time. Semantics of some other methods such as getImage is changed so as not to create a new object every time.
- fixed bug in exitEngine which did not set the JGObject default_engine to null
- fixed access exception occurring in unsigned webstart.
- improved frame skip logic so that game runs smoothly even if the machine is way too slow
Download (5.3MB)
Added: 2007-08-09 License: BSD License Price:
494 downloads
Smooth Engine 0.6.0.1
Smooth Engine is a simple, smooth, yet versatile theme engine, capable of mimicing many theme engines. more>>
Smooth Engine is a simple, smooth, yet versatile theme engine, capable of mimicing many theme engines; it is designed to be highly flexible yet retain a relatively small footprint to provide a fair balance between speed, memory, and overall design.
<<less Download (0.20MB)
Added: 2005-08-05 License: LGPL (GNU Lesser General Public License) Price:
1544 downloads
The Wurld 3D Engine 0.4
The Wurld 3D Engine is yet another 3D gaming engine. more>>
The Wurld 3D Engine is yet another 3D gaming engine. It is light, fast, has minimal external requirements, and is still very immature. The project is Python scriptable, including support for generating models using 3D turtle graphics.
<<less Download (0.88MB)
Added: 2007-06-11 License: BSD License Price:
871 downloads
jIsoEngine 0.1.1
jIsoEngine is a isometric 2D engine. more>>
jIsoEngine project is a isometric 2D engine.
jIsoEngine is an isometric 2D engine for Java applications. It provides an SDK of methods and classes that let developers easily build a complete game. It is suited for simulation games, board games, and turn-based games.
The project is bundled with Tourist Camping Tycoon, a game developed with the engine.
<<lessjIsoEngine is an isometric 2D engine for Java applications. It provides an SDK of methods and classes that let developers easily build a complete game. It is suited for simulation games, board games, and turn-based games.
The project is bundled with Tourist Camping Tycoon, a game developed with the engine.
Download (4.4MB)
Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1028 downloads
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