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Isometric video-game graphics are graphics employed in video games and pixel art which angle the viewpoint to reveal facets of the environment that would not be visible from a top-down perspective or side view, thereby producing a three-dimensional effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the x, y, and z axes are not necessarily oriented 120° to each other. Instead, a variety of angles occur; some form of parallel projection, such as dimetric projection with a 2:1 pixel ratio, is the most common. The terms '3/4 perspective', '2.5D', and 'pseudo-3D' are also sometimes used, although these terms can possess slightly different meanings in other contexts.
Once[when?] common, isometric projection became rarer with the advent[when?] of more powerful 3D graphics systems, and as games began to focus more on action and individual characters.[1] However, video games using isometric projection have seen a resurgence since the early 2010s,[when?] especially on Kickstarter.[1][2]
List of game engines. 2D/3D game engine and also VR mode, provide free tools to convert 3d assets content from FBX files or Unity scene. Leadwerks: C++.
- 1Overview
- 2History of isometric video games
- 4Examples
Overview[edit]
2d Isometric Game Unreal Engine 4
Advantages[edit]
“ | A well-executed isometric system should never have the player thinking about the camera. You should be able to quickly and intuitively move the view to what you need to look at and never consider the camera mechanics. Trying to run a full-3D camera while playing out a real-time tactical battle is certain to cause a helmet fire in new players as they are quickly overwhelmed by the mechanics. | ” |
— Trent Oster, co-founder of BioWare and founder of Beamdog[1] |
In the fields of computer and video games and pixel art, the technique has become popular because of the ease with which 2D sprite- and tile-based graphics can be made to represent a 3D gaming environment. Because parallelly projected objects do not change size as they move about the game field, there is no need for the computer to scale sprites or do the complex calculations necessary to simulate visual perspective. This allowed 8-bit and 16-bit game systems (and, more recently, handheld and mobile systems) to portray large 3D areas quickly and easily. And, while the depth confusion problems of parallel projection can sometimes be a problem, good game design can alleviate this.
2d Isometric Game Engine Tutorial
There are also gameplay advantages to using an isometric or pseudo-isometric perspective in video games. For instance, compared to a purely top-down game, they add a third dimension, opening up new avenues for aiming and platforming.[1] Secondly, compared to a first- or third-person game, they allow you to more easily field and control a larger number of additional units, such as a full party of characters in a role-playing game.[1] Further, they may alleviate situations where a player may become distracted from a game's core mechanics by having to constantly manage an unwieldy 3D camera.[1] I.e. the player can focus on playing the game itself, and not on moving and rotating the camera.[1]
Lastly, there is an artistic advantage. Though not limited strictly to isometric video games, pre-rendered 2D graphics can possess a higher fidelity and use more advanced techniques than may be possible on commonly available computer hardware, even with 3D hardware acceleration enabled.[3] Similarly to modern CGI used in motion pictures, graphics can be rendered once on a powerful super computer or render farm, and then displayed on less powerful consumer hardware, such as tablet computers and Web browsers. This means that static pre-rendered isometric graphics often look better compared to their real-time rendered counterparts, and may age better over time compared to their peers.[2] However, this advantage may be less pronounced now than it was in the past.
One disadvantage of pre-rendered graphics is that, as display resolutions continue to increase, the static 2D images need to ideally be re-rendered to keep pace, or otherwise suffer from pixelation. This is not always possible, however; as was the case in 2012, when BioWare's Baldur's Gate (1998) was remade into Baldur's Gate: Enhanced Edition by the studio Beamdog. The new developer opted for simple 2D graphics scaling, or 'zooming', without re-rendering the game's sprites, as they were lacking the game's original creative art assets. (The original data was lost in a flood.[4]) Changing the resolution of a real-time rendered game is trivial, in comparison.
Differences from 'true' isometric projection[edit]
The projection commonly used in video games deviates slightly from 'true' isometric due to the limitations of raster graphics. Lines in the x and y directions would not follow a neat pixel pattern if drawn in the required 30° to the horizontal. While modern computers can eliminate this problem using anti-aliasing, earlier computer graphics did not support enough colors or possess enough CPU power to accomplish this. Instead, a 2:1 pixel pattern ratio would be used to draw the x and y axis lines, resulting in these axes following a 26.565° () angle to the horizontal. (Game systems that do not use square pixels could, however, yield different angles, including 'true' isometric.) Therefore, this form of projection is more accurately described as a variation of dimetric projection, since only two of the three angles between the axes are equal to each other (116.565°, 116.565°, 126.870°).
History of isometric video games[edit]
While the history of computer games saw some true 3D games as soon as the early 1970s, the first video games to use the distinct visual style of isometric projection in the meaning described above were arcade games in the early 1980s.
1980s[edit]
The use of isometric graphics in video games began with the appearance of Sega's Zaxxon,[6][7] released as an arcade game in January 1982.[8] It is an isometric shooter where the player flies a space plane through scrolling levels. It is also one of the first video games to display shadows.[6] Data East's Treasure Island used isometric visuals in 1981, but may not have been released worldwide.[9]
Another early isometric game is Q*bert,[10] which Warren Davis and Jeff Lee began programming in April 1982 and released in October/November 1982.[11]Q*bert shows a static pyramid in an isometric perspective, with the player controlling a character which can jump around on the pyramid.[6]
The following year in March 1983, the isometric platformer arcade game Congo Bongo was released, running on the same hardware as Zaxxon.[12] It allows the player character to move around in bigger isometric levels, including true three-dimensional climbing and falling. The same is possible in the arcade title Marble Madness, released in 1984.
At this time, isometric games were no longer exclusive to the arcade market and also entered home computers with the release of Blue Max for the Atari 8-bit family and Ant Attack for the ZX Spectrum in 1983. In Ant Attack, the player could move forward in any direction of the scrolling game, offering complete free movement rather than fixed to one axis as with Zaxxon. The views could also be changed around a 90 degrees axis.[13] The ZX Crash magazine consequently awarded it 100% in the graphics category for this new technique, known as 'Soft Solid 3-D'.[14]
A year later the ZX Spectrum saw the release of Knight Lore, which is generally regarded as a revolutionary title[15] that defined the subsequent genre of isometric adventure games.[16] Following Knight Lore, many isometric titles were seen on home computers – to an extent that it once was regarded as being the second most cloned piece of software after WordStar, according to researcher Jan Krikke.[17] Other examples out of those were Highway Encounter (1985), Batman (1986), Head Over Heels (1987)[18] and La Abadía del Crimen (1987). Isometric perspective was not limited to arcade/adventure games, though; for example, the 1989 strategy game Populous used isometric perspective.
1990s[edit]
Throughout the 1990s some successful games like SimCity 2000 (1994), Civilization II (1996), X-COM (1994), and Diablo (1996) used a fixed isometric perspective. But with the advent of 3D acceleration on personal computers and gaming consoles, games previously using a 2D perspective generally started turning to true 3D (e.g. perspective projection) instead. This can be seen in the successors to the above games: For instance SimCity (2013), Civilization VI (2016), XCOM: Enemy Unknown (2012) and Diablo III (2012) all use full 3D; and while Diablo II (2000) used a fixed perspective like its predecessor, it optionally allowed for perspective scaling of the sprites in the distance to lend it a 'pseudo-3D' appearance.[20]
Also during the 1990s, isometric graphics began being used for Japanese role-playing video games (JRPGs) on console systems, particularly tactical role-playing games, many of which still use isometric graphics today. Examples include Front Mission (1995), Tactics Ogre (1995) and Final Fantasy Tactics (1997)—the latter of which used 3D graphics to create an environment where the player could freely rotate the camera. Other titles such as Vandal Hearts (1996) and Breath of Fire III (1997) carefully emulated an isometric view, but actually used perspective projection.
Infinity Engine[edit]
Black Isle Studios and BioWare helped popularize the use of isometric projection in role-playing games in the late 1990s and early 2000s. These studios utilized the Infinity Enginegame engine in several of their titles, developed by BioWare for Baldur's Gate (1998). This engine gained significant traction among players, and many developers since then have tried to emulate and improve upon it in various ways.[1] The Infinity Engine itself was also revamped and modernized by Beamdog in preparation for Baldur's Gate: Enhanced Edition (2012), as well as their remakes of several other classic Infinity Engine titles.
Two other titles by Black Isle Studios, Fallout (1997) and Fallout 2 (1998), used trimetric projection.
Kickstarter[edit]
Isometric projection has seen continued relevance in the new millennium with the release of several newly-crowdfunded role-playing games on Kickstarter.[1] These include the Shadowrun Returns series (2013-2015) by Harebrained Schemes; the Pillars of Eternity series (2015-2018) and Tyranny (2016) by Obsidian Entertainment; and Torment: Tides of Numenera (2017) by inXile Entertainment. Both Obsidian Entertainment and inXile Entertainment have employed, or were founded by, former members of Black Isle Studios and Interplay Entertainment; and Obsidian Entertainment in particular wanted to 'bring back the look and feel of the Infinity Engine games like Baldur's Gate, Icewind Dale, and Planescape: Torment' with Pillars of Eternity.[1] Lastly, several pseudo-isometric 3D RPGs, such as Divinity: Original Sin (2014), Wasteland 2 (2014) and Dead State (2014), have also been crowdfunded using Kickstarter in recent years. These titles differ from the above games, however, in that they use perspective projection instead of parallel projection.
Rather than being based purely on nostalgia, the revival of isometric projection is the result of real, tangible benefits as well.[1]
Similar projections[edit]
The term 'isometric perspective' is often misapplied to any game with an—usually fixed—angled, overhead view that appears at first to be 'isometric'. These include games that utilize trimetric projection, such as Fallout (1997)[21] and SimCity 4 (2003);[22] games that utilize oblique projection, such as Divine Divinity (2002)[23] and Ultima Online (1997);[24] and games that utilize a combination of perspective projection and a bird's eye view, such as Silent Storm (2003),[25]Torchlight (2009)[26] and Divinity: Original Sin (2014).[27] There are also titles that utilize polygonal 3D graphics, but render their graphics to the screen using parallel projection instead of perspective projection. These include Syndicate Wars (1996), Dungeon Keeper (1997) and Depths of Peril (2007). And, there are a number of games that use a combination of pre-rendered and real-time rendered isometric graphics, such as The Temple of Elemental Evil (2003) and Torment: Tides of Numenera (2017), which use pre-rendered 2D backgrounds and real-time rendered 3D character models; and Final Fantasy Tactics (1997) and Disgaea: Hour of Darkness (2003), which use real-time rendered 3D backgrounds and hand-drawn 2D character sprites.
One additional advantage of top-down oblique projection is that images fit more snugly within a square graphical tile, thereby using less memory.
Mapping screen to world coordinates[edit]
One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2d plane of the screen and the actual location in the isometric space, called world space. A common example is picking the tile that lies right under the cursor when a user clicks. One such method is using the same rotation matrices that originally produced the isometric view in reverse to turn a point in screen coordinates into a point that would lie on the game board surface before it was rotated. Then, the world x and y values can be calculated by dividing by the tile width and height.
Another way that is less computationally intensive and can have good results if our method is called on every frame, rests on the assumption that a square board was rotated by 45 degrees and then squashed to be half its original height. A virtual grid is overlaid on the projection as shown on the diagram, with axes virtual-x and virtual-y. Clicking any tile on the central axis of the board where (x, y) = (tileMapWidth / 2, y), will produce the same tile value for both world-x and world-y which in this example is 3 (0 indexed). Selecting the tile that lies one position on the right on the virtual grid, actually moves one tile less on the world-y and one tile more on the world-x. This is the formula that calculates world-x by taking the virtual-y and adding the virtual-x from the center of the board. Likewise world-y is calculated by taking virtual-y and subtracting virtual-x. These calculations measure from the central axis, as shown, so the results must be translated by half the board. For example, in the C programming language:
This method might seem counter intuitive at first since the coordinates of a virtual grid are taken, rather than the original isometric world, and there is no one-to-one correspondence between virtual tiles and isometric tiles. A tile on the grid will contain more than one isometric tile, and depending on where it is clicked it should map to different coordinates. The key in this method is that the virtual coordinates are floating point numbers rather than integers. A virtual-x and y value can be (3.5, 3.5) which means the center of the third tile. In the diagram on the left, this falls in the 3rd tile on the y in detail. When the virtual-x and y must add up to 4, the world x will also be 4.
Examples[edit]
Dimetric projection[edit]
LinCity-NG (2005), a tile-basedcity-building game
FreeCol (2003) is a 4Xstrategy video game
Freeciv 2.1.0-beta3 running in the 2D SDL client
Oblique projection[edit]
Micropolis (2008), a tile-basedcity-building game
Video game tileset in the style of the role-playing video game, Ultima VI
Perspective projection[edit]
0 A.D. is a real-time strategy video game
Freeciv-web running in the 3D WebGL client
UFO: Alien Invasion 2.4 tactical mode
See also[edit]
- Category:Video games with isometric graphics: listing of isometric video games
- Category:Video games with oblique graphics: listing of oblique video games
- Commons:Category:Isometric video game screenshots: gallery of isometric video game screenshots
References[edit]
- ^ abcdefghijkSignor, Jeremy (2014-12-19). 'Retronauts: The Continued Relevance of Isometric Games'. usgamer.net. Gamer Network. Retrieved 2017-04-01.
- ^ abVas, Gergo (2013-03-18). 'The Best-Looking Isometric Games'. kotaku.com. Gizmodo Media Group. Retrieved 2017-04-01.
- ^Vas, Gergo (2013-05-10). 'Video Games With The Most Memorable Pre-Rendered Backgrounds'. Kotaku.com. Gizmodo Media Group. Retrieved 2017-04-01.
- ^Grayson, Nathan (2016-04-01). 'The Struggle To Bring Back Baldur's Gate After 17 Years'. Kotaku.com. Gizmodo Media Group. Retrieved 2017-04-11.
It was a big challenge because all of the Baldur's Gate original assets like the 3D models that make up these sprites, the 3D models for the levels in the original game, these archives were lost.
- ^Note: the blue vectors point towards the camera positions. The red arcs represent the rotations around the horizontal and vertical axes. The white box matches the one shown in the image at the top of the article. Notice how in the left image the camera vector passes through the two opposing vertices of the cube.
- ^ abcBernard Perron & Mark J. P. Wolf (2008), Video game theory reader two, p. 158, Taylor & Francis, ISBN0-415-96282-X
- ^Zaxxon at the Killer List of Videogames
- ^'Zaxxon'. Arcade History. October 17, 2010. Retrieved 26 September 2011.
- ^Treasure Island at the Killer List of Videogames
- ^Q*bert at the Killer List of Videogames
- ^Davis, Warren. 'The Creation of Q*Bert'. Coinop.org. Retrieved 26 September 2011.
- ^Congo Bongo at the Killer List of Videogames
- ^'Sculptin the new shape of Spectrum games'. Sinclair User (21). December 1983. Retrieved 2009-03-02.
- ^'Soft Solid 3D Ant Attack'. CRASH (1). February 1984. Retrieved 2008-09-29.
- ^'Ultimate Play the Game – Company Lookback'. Retro Micro Games Action – The Best of gamesTM Retro Volume 1. Highbury Entertainment. 2006. p. 25.
- ^Steven Collins. 'Game Graphics During the 8-bit Computer Era'. Computer Graphics Newsletters. SIGGRAPH. Retrieved 2007-08-16.
- ^Krikke, J. (July–August 2000). 'Axonometry: a matter of perspective'. Computer Graphics and Applications. IEEE. 20 (4): 7–11. doi:10.1109/38.851742. 'Knight Lore was said to be the second most cloned piece of software after the word- processing program Word Star.'
- ^'Looking for an old angle'. CRASH (51). April 1988. Retrieved 2008-09-29.
- ^Note: The 2:1 pixel pattern in the near-isometric image allows smoother lines than in the isometric one.
- ^'Diablo II Nears Completion As Blizzard Prepares For Final Phase Of Beta Testing'. FindArticles. BNET Business Network. Marketwire. May 2000. Archived from the original on 2012-07-10. Retrieved 2008-09-29.
- ^Green, Jeff (2000-02-29). 'GameSpot Preview: Arcanum'. GameSpot. CNET Networks, Inc. Retrieved 2008-01-10.
- ^Butts, Steve (2003-09-09). 'SimCity 4: Rush Hour Preview'. IGN PC. IGN Entertainment, Inc. Retrieved 2008-01-10.
- ^Walker, Trey (2002-07-12). 'Divine Divinity goes gold'. GameSpot. CBS Interactive. Retrieved 2017-04-11.
- ^Greely, Dave; Ben Sawyer (1997-08-19). 'Has Origin Created the First True Online Game World?'. Gamasutra. CMP Media LLC. Retrieved 2007-12-17.
- ^O'Hagan, Steve (2008-08-07). 'PC Previews: Silent Storm'. ComputerAndVideoGames.com. Future Publishing Limited. Retrieved 2007-12-13.
- ^McDougall, Jaz (November 4, 2009). 'Torchlight Review'. Games Radar. Retrieved 2009-11-06.
- ^Hamilton, Kirk (2014-07-03). 'I'm Glad They're Still Making Games Like Divinity: Original Sin'. Kotaku. Gizmodo Media Group. Retrieved 2017-04-11.
External links[edit]
Wikimedia Commons has media related to Isometric video game screenshots. |
- The classic 8-bit isometric games that tried to break the mould at Eurogamer.com
- The Best-Looking Isometric Games at Kotaku.com
- The Best Isometric Video Games at Kotaku.com
Game engines are tools available for game designers to code and plan out a game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement.
Engines[edit]
Note: The following list is not exhaustive. Also, it mixes game engines with rendering engines as well as API bindings without any distinctions.
Name | Primary programming language | Scripting | Cross-platform | 2D/3D oriented | Target platform | Notable games | License | Notes and references |
---|---|---|---|---|---|---|---|---|
4A Engine | C++ | Yes | 3D | Windows, OS X, Linux, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | Metro 2033, Metro: Last Light, Metro Exodus | Proprietary | ||
A-Frame (VR) | HTML, JavaScript | JavaScript | Yes | 3D | Cross-platform | A-Painter[1] | MIT | Open source Entity component systemWebVR framework |
Adventure Game Interpreter | C style | Yes | 2D | DOS, Apple SOS, ProDOS, Classic Mac OS, Atari TOS | List | Proprietary | ||
Adventure Game Studio | C++ | AGSScript | Yes | 2D | Windows, Linux | Chzo Mythos, Blackwell | Artistic 2.0 | Mostly used to develop third-person pre-renderedgraphic adventure games, one of the most popular for developing amateur adventure games |
Alamo | Yes | 3D | Windows, OS X, Xbox 360 | Star Wars: Empire at War, Star Wars: Empire at War: Forces of Corruption, Universe at War: Earth Assault | Proprietary | |||
Aleph One | C++ | Lua, Marathon markup language | Yes | 2.5D | Windows, Linux, OS X | Aleph One (Marathonremake) | GPL | FPS engine |
Allegro | C | Ada, C++, C#, D, Lisp, Lua, Mercury, Pascal, Perl, Python, Scheme | Yes | 2D | Windows, Linux, OS X, iOS, Android, Raspberry Pi, DOS | Factorio[2] | zlib | Graphics, audio, input |
Antiryad Gx | C, Assembler | C, C++, Gel | Yes | 2D, 3D | Windows, DOS, Mac OS, Linux, iOS, Android, AmigaOS, AROS, MorphOS, NACL | Proprietary | ||
Anura | C++, FFL[3] | FFL[3] | Yes | 2D | Windows, Linux, OS X, iOS, Android, BlackBerry 10 | Frogatto & Friends, Argentum Age[4], Cube Trains[5] | zlib | [citation needed], feature freeze |
Anvil | C++, C# | Yes | 3D | Windows, PlayStation 3, PlayStation 4, PlayStation Vita, Wii U, Xbox 360, Xbox One | List | Proprietary | ||
AppGameKit | C++, BASIC | C#, C++, AGK BASIC | Yes | 2D, 3D | Windows, Mac, iOS, Android, HTML5, Raspberry Pi | Echoes, Driving Test Success Apps, Squashies | Proprietary | |
Ardor3D | Java | Yes | 3D | Cross-platform | zlib | Fork of jMonkeyEngine 2.0 | ||
Aurora toolset | C++ | NWScript | Yes | 3D | Windows, Linux, OS X | Neverwinter Nights | Proprietary | |
BigWorld | Python | Yes | 3D | Windows, Linux, Xbox 360, PlayStation 3 | List | Proprietary | ||
Blend4Web | JavaScript, Python, C, C++ | JavaScript | Yes | 3D | WebGL, Windows, Linux, OS X, iOS, Android | Experience Curiosity, Petigor's Tale, Back to the Middle Ages | GPLv3 or commercial | Game content, including graphics, animation, sound, and physics, is authored in the 3D modeling and animation suite Blender[6] |
Blender | C, C++ | Python | Yes | 2D, 3D | Windows, Linux, OS X, Solaris | Yo Frankie!, Sintel The Game, ColorCube | GPL | 2D/3D game engine packaged in a 3D modeler with integrated Bullet physics library[7][8] |
Bork3D Game Engine | C++ | Yes | 3D | IOS, OS X, Windows | List | BSD | ||
BRender | Yes | 3D | Windows, DOS, PlayStation | Carmageddon, FX Fighter, I-War (Independence War). | Proprietary | |||
Build engine | C | Yes | 2.5D | Windows, Linux, OS X, DOS | Duke Nukem 3D, Shadow Warrior, Blood, Redneck Rampage | Custom, free non-commercial use | FPS engine; 2.5D, 2D grid base geometry | |
Buildbox | C++ | Yes | 2D | Windows, OS X, iOS, Android | Ball Jump, Sky, The Line Zen, Phases | Proprietary | Drag and drop game builder without scripting | |
C4 Engine | Yes | 3D | PlayStation 4, PlayStation 3, Windows, OS X, Linux, iOS | List | Proprietary | Retired, no longer available for licensing[9] | ||
Cafu Engine | C++ | Lua | Yes | 3D | Windows, Linux, OS X | GPL or Proprietary | Includes map editor and networking[10] | |
Chrome Engine | C++ | Yes | 3D | Windows, Linux, PlayStation 4, Xbox One | List | Proprietary | ||
ClanLib | C++ | Yes | 2.5D | Windows, Linux, OS X | zlib | |||
Clausewitz | C++ | Yes | 3D | Windows, OS X, Linux | All Paradox Development Studio games since 2007 | Proprietary | ||
Clickteam Fusion | Yes | 2D | Windows, iOS, Android, HTML5, Adobe Flash | Five Nights at Freddy's | Proprietary | |||
Cocos2d, Cocos2d-x, Cocos2d-html5 | C++, Python, Objective-C, JavaScript | JavaScript, Java, Lua | Yes | 2D, 2.5D, 3D | Windows, Linux, OS X, iOS, Android, BlackBerry, Tizen | Hardest Game Ever 2, DQMSL, Tiny Village, Badland, Small Street, Tiny Tower, Pocket Planes, Hill Climb, Star Thief, Geometry Dash | MIT | Android target binds to Java; iOS target uses Objective-C |
Codea | Lua | No | 2D | iOS | Cargo-Bot | Apache 2.0 | ||
Coldstone | Yes | 2D | Mac OS 9, OS X, Windows | Pillars of Garendall | Proprietary | |||
Construct | C++ | JavaScript, Event System | Yes | 2D | Windows, OS X, Wii U, HTML5 capable internet browsers | Proprietary, GPL Classic version | ||
CopperCube | Yes | 3D | Windows, OS X, Android, WebGL, Adobe Flash | Proprietary | ||||
Core3D | Objective-C | Yes | 3D | Windows, Linux, OS X, iOS | CoreBreach | 3D Engine MIT, Source Code GPL v2 | [11] | |
Corona | Lua | Yes | 2D | iOS, Android, Kindle, Windows Phone 8, Apple TV, Android TV, OS X, Windows | Proprietary | |||
CPAL3D | No | 3D | Windows | Memento Mori | Proprietary | |||
Creation Engine | C++ | Papyrus | Yes | 3D | Windows, PlayStation 3, Xbox 360, Xbox One, PlayStation 4 | The Elder Scrolls V: Skyrim, Fallout 4, Fallout 76 | Proprietary | |
CryEngine | C++ | Lua, C# | Yes | 3D | Windows, OS X, Linux, PlayStation 3, PlayStation 4, Wii U, Xbox 360, Xbox One, iOS, Android | List | Proprietary | |
Crystal Tools | Yes | 3D | PlayStation 3, Xbox 360, Windows, Wii | List | Proprietary | |||
Crystal Space | C++ | Java, Perl, Python | Yes | 3D | Windows, Linux, OS X | Keepsake, The Crystal Scrolls, Yo Frankie! | LGPL | |
Cube | C++ | Yes | 3D | Windows, Linux, OS X | AssaultCube, Cube | zlib | Prior generation (means it has a successor), 2D grid-based system, optimized for outdoor not indoor maps | |
Cube 2: Sauerbraten | C++ | CubeScript | Yes | 3D | Windows, Linux, OS X | Cube 2: Sauerbraten, Red Eclipse | zlib | Efficient 6-directional height map based geometry (versus traditional Polygon soup model), hence the name Cube, FPS engine |
Dagor Engine | Yes | 3D | Windows, PlayStation 4, PlayStation 3, Xbox 360, Linux, OSX | List | Proprietary | |||
Dark Engine | C++ | No | 3D | Windows | Thief: The Dark Project, System Shock 2, Thief II: The Metal Age | Proprietary | Advanced AI and sound features (full control of sound propagation). Edited with DromEd. | |
Decima | No | 3D | PlayStation 4 | Death Stranding, Horizon Zero Dawn, Killzone Shadow Fall, Until Dawn, Until Dawn: Rush of Blood | Proprietary | |||
Defold | Lua | Lua | Yes | 2D | iOS, Android, HTML5, Windows, OSX, Linux | Blastlands, Blossom Blast Saga, Pet Rescue Puzzle Saga, Family Age, Hammerwatch Coliseum | Proprietary | |
Delta3D | C++ | Python | Yes | 2.5D | Cross-platform | LGPL | ||
Dim3 | C++ | JavaScript | Yes | 3D | Cross-platform | MIT | ||
DimensioneX Multiplayer Engine | Java | Java, VBScript | Yes | 2.5D | Cross-platform | Underworld Online | GPL | Produces browser games with pseudo-3D views; games can be made into Facebook Apps; intended for beginners |
DX Studio | C++ | JavaScript | No | 3D | Windows | proprietary, Freeware | ||
Dunia Engine | C++ | Yes | 3D | Windows, PlayStation 3, Xbox 360, PlayStation 4, Xbox One | List | Proprietary | Based on CryEngine | |
ego | Yes | 3D | PlayStation 3, Windows, Xbox 360, OS X, Wii, Wii U, Xbox One, PlayStation 4 | List | Proprietary | Primarily used for racing games | ||
Electron toolset | C# | NWScript | No | 3D | Windows | Neverwinter Nights 2 | Proprietary | |
Elflight Engine | Java | Yes | 3D | Cross-platform | Proprietary | Targeted for web based games | ||
Enforce | No | 3D | Windows | Shade: Wrath of Angels, Alpha Prime, Carrier Command: Gaea Mission, Take On Mars | Proprietary | |||
Enigma Engine | Yes | 3D | Windows, OS X, | Blitzkrieg, Blitzkrieg 2 | Proprietary | |||
Esperient Creator | Lang | Lisp, CScript | No | 3D | Windows | Proprietary | ||
Essence Engine | No | 3D | Windows | List | Proprietary | |||
Euphoria | Yes | 3D | Windows, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, iOS, Android | Proprietary | ||||
Exult | C++ | Yes | 2D | Windows, Linux, OS X, BSD | GPL | Free software re-implemented Ultima VII game engine | ||
Flare3D | ActionScript 3 | Yes | 3D | Web, Windows, iOS, Android, BlackBerry | List | Proprietary | ||
Flixel | ActionScript | Yes | 2D | Various games by Gregory Weir | MIT | Boilerplate code for Flash games | ||
Forgelight Engine | No | 3D | Windows | Free Realms, PlanetSide 2, Landmark, EverQuest Next, H1Z1: Just Survive, H1Z1: King of the Kill | Proprietary | |||
Fox Engine | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | |||
Freescape | Freescape Command Language | Yes | 3D | Amstrad CPC, ZX Spectrum, IBM PC, Commodore 64, Commodore Amiga, Atari ST | List | Proprietary | ||
Frostbite | C++ | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | Used originally for Battlefield (series) video games | |
Future Pinball | No | 3D | Windows | Freeware | ||||
Gamebryo | C++ | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | ||
Game Editor | Custom (C styled) | Yes | 2D | iPhone, iPad, OS X, Windows (95-Windows 7), Linux, Windows-based smartphones, GP2X, Pocket PCs, Handheld PCs | GPL, Proprietary | |||
GameMaker Studio | GML | Game Maker Language, JavaScript, GLSL | Yes | 2D, 3D | Windows, Windows 8, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, PlayStation Vita, OS X, Ubuntu, HTML5, Android, iOS, Windows Phone 8, Tizen, Amazon Fire TV, Nintendo Switch | List of GameMaker Studio games | Proprietary | Limited 3D abilities |
GamePlay3D | C++ | Lua | Yes | 3D | Windows, Linux, OS X, iOS, BlackBerry 10, Android | Apache 2.0 | Aimed at the indie game developer ecosystem, similar features to cocos2d-x | |
GameSalad | Lang | Script | Yes | 2D | iOS, Android | Proprietary | ||
Gamestudio | C-Script, Lite-C | No | 3D | Windows | List | Proprietary | Games can be published royalty-free | |
Gamvas | JavaScript | JavaScript | Yes | 2D | HTML5 | MIT | HTML5 canvas game engine with Box2D integration | |
Godot | C++ | GDScript, C#, Visual Script, GDNative | Yes | 2D, 2.5D, 3D | Windows, macOS, Linux, UWP, iOS, Android, HTML and Web Assembly | MIT | Open source. 3.0+ adds C# scripting plus other languages via modules and GDNative. PBR and Global Illumination. | |
Gold Box | Assembly, Pascal, C, C++ | Yes | 2D | Amiga, Apple II, Atari ST, Commodore 64/128, DOS, Macintosh, Nintendo Entertainment System, PC-9801, Sega Genesis | Pool of Radiance, Gateway to the Savage Frontier, Champions of Krynn, Buck Rogers: Countdown to Doomsday, Neverwinter Nights, Spelljammer: Pirates of Realmspace | Proprietary | SSI's engine for Advanced Dungeons & Dragons role-playing games | |
GoldSrc | C, C++, Assembly | Yes | 3D | Windows, OS X, Linux, PlayStation 2, Xbox, Dreamcast | Half-Life, Team Fortress Classic, Half-Life: Opposing Force, Counter-Strike, Ricochet, Deathmatch Classic, Half-Life: Blue Shift, Half-Life: Decay, Day of Defeat, Counter-Strike: Condition Zero, Counter-Strike Neo, Counter-Strike Online | Proprietary | Highly modified Quake engine | |
HeroEngine | C++, C# | HeroScript Language | No | 3D | Windows | Star Wars: The Old Republic | Proprietary | |
Horde3D | C++ | Yes | 3D | Windows, Linux | EPL | Small 3D rendering engine for large crowds of animated characters | ||
HPL Engine | C++ | AngelScript | Yes | 3D | Windows, Linux, OS X | Penumbra: Overture, Penumbra: Black Plague, Penumbra: Requiem, Amnesia: The Dark Descent, Amnesia: A Machine for Pigs, Soma | Proprietary, GPL version 1 | Cross-platform, compatible with OpenGL, OpenAL, and Newton Game Dynamics libraries; defining features include ability for advanced object interaction via use of Newton's physics code |
id Tech 1 (Doom) | C | ACS | Yes | 2.5D | Windows, Linux, OS X | Doom, Doom II, Heretic, Hexen, Strife, Chex Quest | GPL | 2D-based level geometry, sprites, and particles, uses clever methods to give illusion of 3D depth |
id Tech 2 (Quake) | C | QuakeC | Yes | 3D | Windows, Linux, OS X | Quake | GPL | First true 3D id Tech engine |
id Tech 2 (Quake II) | C | C | Yes | 3D | Windows, Linux, OS X | Quake II | GPL | Also termed the Quake II engine |
id Tech 3 | C | C | Yes | 3D | Windows, Linux, OS X | Quake III Arena | GPL | Also termed the Quake III engine |
id Tech 4 | C++ | C++ via DLLs | Yes | 3D | Windows, Linux, OS X | Doom 3, Doom 3 BFG Edition, Quake 4, Prey, Enemy Territory: Quake Wars, Wolfenstein, Brink | GPL | Also termed the Doom 3 engine; features advanced: lighting, shadows, interactive GUI surfaces |
id Tech 5 | C++, AMPL, Clipper, Python | Script | Yes | 3D | Windows, OS X, Xbox 360, Xbox One, PlayStation 3, PlayStation 4 | Rage, Wolfenstein: The New Order, Wolfenstein: The Old Blood, The Evil Within | Proprietary | First id Tech engine to feature MegaTexture technology, starting with Rage |
id Tech 6 | C++ | Yes | 3D | Windows, Xbox One, PlayStation 4, Nintendo Switch | Doom (2016), Wolfenstein II: The New Colossus | Proprietary | ||
id Tech 7 | C++ | Yes | 3D | Windows, PlayStation 4, Xbox One, Nintendo Switch | Doom Eternal | Proprietary | ||
iMUSE | N/A | N/A | Integrated with other engines | Monkey Island 2: LeChuck's Revenge, all LucasArts adventure games afterwards | Proprietary | Dynamic music system | ||
Infinity Engine | Yes | 2D | Windows, Mac OS, OS X, AmigaOS 4 | Baldur's Gate, Planescape: Torment, Icewind Dale, Baldur's Gate II: Shadows of Amn, Icewind Dale II | Proprietary | |||
Irrlicht | C++ | C++ | Yes | 3D | Windows, Mac OS, Linux, Windows CE | List of Irrlicht games | zlib | Open source, audio with extension |
ioquake3 | C | Yes | 3D | Windows, Linux, OS X | Urban Terror | GPL | ||
Iron Engine | No | 3D | Windows | Sins of a Solar Empire, Sins of a Dark Age | Proprietary | |||
IW engine | C++ | Yes | 3D | Windows, OS X, PlayStation 4, PlayStation 3, Xbox One, Xbox 360, Wii U, Wii | Call of Duty series | Proprietary | Originally built from id Tech 3 | |
Jade | C++ | Yes | 3D | Cross-platform | List | Proprietary | ||
Jake2 | Java | Yes | 3D | Cross-platform | GPL | Java port of Quake II game engine | ||
Java3D | Java | Yes | 3D | Cross-platform | BSD | Community-centric project. Last version 1.6.0 (April 2015). Used by many schools as part of course work | ||
Jedi | C | Yes | 2.5D | DOS, Windows | Star Wars: Dark Forces, Outlaws | Proprietary | Rumored to have been reverse-engineered from Doom engine | |
jMonkeyEngine | Java | Yes | 3D | Cross-platform | BSD | Community-centric project, used by several commercial game studios | ||
Kinetica | No | 3D | PlayStation 2 | List | Proprietary | |||
Kivy (framework) | Python | Kv | Yes | 2.5D | Windows, Linux, OS X, iOS, Android | Deflectouch, FishLife | MIT | For rapid development, can make multi-touch apps |
LayaAir | ActionScript 3, JavaScript, TypeScript | Yes | 2D, 3D | WebGL, Windows, Linux, OS X, iOS, Android | GPL or commercial | 2D/3D game engine and also VR mode, provide free tools to convert 3d assets content from FBX files or Unity scene. | ||
Leadwerks | C++ | Lua | Yes | 3D | Windows, Linux | Hoodwink, Rogue System | Proprietary | |
LibGDX | Java | Yes | 2D, 3D | GNU/Linux, Windows, OS X, iOS, Android, Java applet, WebGL | Ingress | Apache 2.0 | Java game development framework, provides a unified API that works across all supported platforms | |
LithTech | Yes | 3D | Cross-platform | List | Proprietary | |||
Lumberyard | C++ | Lua | Yes | 3D | PlayStation 4, Xbox One, Windows | Proprietary | The software is free to download and use however is works closely with amazon services. | |
Luminous Studio | Yes | 3D | PlayStation 4, Xbox One, Windows | Final Fantasy XV | Proprietary | |||
LyN | Yes | 3D | Cross-platform | List | Proprietary | Intended to scale effectively on 7th and 8th generation consoles | ||
LÖVE | Lua | Lua | Yes | 2D | iOS, Android, Windows, Linux, OS X, NetBSD, FreeBSD, OpenBSD, Solaris,and all platforms supported by pkgsrc[12] | Mari0, Journey to the Center of Hawkthorne, Move or Die[13] | zlib | [14] |
M.U.G.E.N | C | Yes | 2D | Linux, DOS, Windows, OS X | Freeware | Used Allegro initially, now uses on SDL | ||
Marmalade | C++, Lua, Objective-C, HTML5 | Lua, 2DKit | Yes | 2D, 3D | iOS, Android, BlackBerry, Windows 10, Amazon, OS X, Windows, Tizen, Roku, Chromecast | List of Marmalade Games | Proprietary | High-performance, cross-platform, with authoring tools and asset store |
Moai SDK | C++ | Lua | Yes | 2D | Windows, OS X, iOS, Android, Linux | Crimson Steam Pirates, Broken Age, Lost in Paradise | CPAL | |
MT Framework | C++ | Yes | 3D | PlayStation 3, Xbox 360, Windows, Wii, Wii U, Nintendo 3DS, PlayStation Vita | List | Proprietary | Intended to be 7th generation console engine, replaced by Panta Rhei | |
MonoGame | C# | C# | Yes | 2D,3D | Windows, OS X, Xbox One, PlayStation 4, PlayStation Vita, Windows Phone, iOS, Android, Windows Store, Ouya, BSD | Skulls of the Shogun, Bastion, TowerFall, Transistor (video game), Fez (video game), Axiom Verge | Microsoft Public | |
Nebula Engine | No | 3D | Windows | Drakensang: The Dark Eye, Drakensang: The River of Time | Proprietary | [citation needed] | ||
NScripter | No | 2D | Windows | Freeware | ||||
Odyssey Engine | Yes | 3D | Windows, OS X | Star Wars: Knights of the Old Republic, Star Wars: Knights of the Old Republic II: The Sith Lords | Proprietary | |||
OGRE | C++ | C++ | Yes | 3D | Linux, Windows (all major versions), OS X, NaCl, WinRT, Windows Phone 8, iOS and Android | Torchlight | MIT | 3D rendering engine used by several games |
OHRRPGCE | FreeBASIC | HamsterSpeak | Yes | 2D | Windows, OS X, Linux, Android | Wandering Hamster | GPL | Role-playing game creation system; use of scripting is optional |
ONScripter | NScripter | NScripter | Yes | 2D | Windows, OS X, Linux, Dreamcast, PSP, iOS | Narcissu, Saya no Uta, Tsukihime | GPL | Used to develop visual novels and first-person adventure games |
OpenClonk | C++ | C4Script | Yes | 2.5D | Windows, Linux, OS X | OpenClonk | ISC | Engine for 2D action/strategy platformers with 3D graphics |
OpenSimulator | C# | LSL | Yes | 3D | Windows, Linux, OS X, FreeBSD | BSD | Server platform to host virtual worlds, compatible with Second Life clients | |
ORX | C/C++ | Custom | Yes | 2.5D | Windows, Linux, OS X, iOS, Android | Le Magasin des Suicides | zlib | 3D accelerated |
Panda3D | C++, Python | Python | Yes | 3D | Windows, Linux, OS X, iOS | Toontown Online, Pirates of the Caribbean Online | BSD | |
Panta Rhei | Yes | 3D | PlayStation 4, Xbox One, Windows | Deep Down | Proprietary | Successor to MT Framework for 8th generation consoles | ||
Phaser | JavaScript | JavaScript | Yes | 2D | Cross-platform | MIT | ||
PhyreEngine | C++ | Yes | 3D | PC, PlayStation Portable, PlayStation Vita, PlayStation 3, PlayStation 4 | List | proprietary, Freeware | ||
Pie in the Sky | C | Yes | 2.5D | DOS, Windows, OS X | List | Proprietary | ||
PlayCanvas | JavaScript | JavaScript | Yes | 3D | Windows, Linux, OS X, iOS, HTML5, Android | Swoop, Zombie Pac-man | MIT | Users can work on game at the same time via online browser and publish to multiple platforms; engine uses WebGL and includes physics |
PlayN | Java | Yes | 2D | iOS, Android, HTML5, Windows, Linux | Angry Birds Chrome | Apache 2.0 | ||
PLIB | C++ | Yes | 3D | Windows, Linux, OS X | LGPL | |||
Pyrogenesis | C++ | JavaScript | Yes | 3D | Windows, Linux, OS X | 0 A.D. | LGPL | Designed for RTS games |
Q | Yes | 3D | Windows, OS X , Linux, PS2, PS3, Wii | Proprietary | ||||
Qfusion | C/C++ | AngelScript | Yes | 3D | Windows, Linux, OS X, Android | Warsow | GPL | |
Real Virtuality | C++ | Yes | 3D | Windows, Xbox | ARMA 2, ARMA 3, DayZ | Proprietary | ||
REDengine | C++ | Yes | 3D | Windows, OS X, Xbox 360, Xbox One, PlayStation 4 | The Witcher 2: Assassins of Kings, The Witcher 3: Wild Hunt | Proprietary | ||
Ren'Py | Python | Pygame | Yes | 2D | Windows, OS X, Linux, Android, OpenBSD | Analogue: A Hate Story, Jisei, Katawa Shoujo, Doki Doki Literature Club! | MIT | Used to develop visual novels and first-person adventure games |
RenderWare | RWX | Yes | 3D | Windows, Mac OS, Nintendo GameCube, Wii, Xbox, Xbox 360, PlayStation 2, PlayStation 3, PlayStation Portable | List of RenderWare games | Proprietary | RenderWare script available in version 2 only | |
Rockstar Advanced Game Engine (RAGE) | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One | List | Proprietary | |||
RPG Maker | Ruby, JavaScript | Yes | 2D | PC-8801, MSX2, PC-9801, Super Famicom, Windows, Sega Saturn, PlayStation, Game Boy Color, PlayStation 2, Game Boy Advance, Nintendo DS | Alpha Kimori, Ao Oni, Aveyond series, Barkley, Shut Up and Jam: Gaiden, Corpse Party, Eternal Eden, Laxius Force, One Night Trilogy, Super Columbine Massacre RPG!, To the Moon, Yume Nikki | Proprietary | Game creation system, allows users to build their own role-playing games | |
SAGE | Yes | 3D | Windows, Macintosh, Xbox 360, PlayStation 3 | List | Proprietary | Used for real-time strategy games | ||
SCUMM | Yes | 2D | 3DO, Amiga, Apple II, Atari ST, CDTV, Commodore 64, FM Towns & Marty, Macintosh, Nintendo Entertainment System, DOS, Windows, Sega Mega-CD, TurboGrafx-16/PC Engine | Maniac Mansion | Proprietary | Full name is Script Creation Utility for Maniac Mansion, from the first game it was used with; uses iMUSE and INSANE; ScummVM provides an open source re-creation | ||
Shark 3D | C++ | Python | Yes | 3D | Windows, Xbox, Xbox 360 | Dreamfall: The Longest Journey | Proprietary | |
ShiVa | C++ | Lua | Yes | 3D | Windows, OS X, Linux, iOS, Android, Windows Phone, BlackBerry, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One, WebGL | Prince of Persia 2: The Shadow and the Flame (Mobile remake) | Proprietary | |
Sierra's Creative Interpreter (SCI) | Yes | 2D | Amiga, Atari ST, Macintosh, PC-9801, IBM PC | Version list with games | Proprietary | |||
Silent Storm engine | No | 3D | Windows | Silent Storm, Night Watch, Hammer & Sickle, Day Watch | Proprietary | Used for turn-based tactics games | ||
Sith | COG | No | 3D | Windows | Star Wars Jedi Knight: Dark Forces II | Proprietary | Used as the basis of the GrimE engine | |
Snowdrop | C++ | Yes | 3D | Windows, Switch, PlayStation 4, Xbox One | Tom Clancy's The Division, South Park: The Fractured but Whole, Mario + Rabbids Kingdom Battle, Skull & Bones | Proprietary | ||
Source | C++ | Squirrel, Lua | Yes | 3D | Windows, OS X, Linux, PlayStation 3, Xbox, Xbox 360, Android | Half-Life 2, Counter-Strike: Source, Left 4 Dead, Portal, Team Fortress 2, others (list) | Proprietary | The SDK is bundled with many Source games |
Source 2 | C++ | Lua | Yes | 3D | Windows, OS X, Linux, Android, iOS[15] | Dota 2 (port)[16], The Lab (limited), Artifact, Dota Underlords | Proprietary | The first game using Source 2, Dota 2, was ported over from the original Source engine. One of The Lab's minigame Robot Repair uses Source 2 engine while rest of seven uses Unity's engine. |
Spring | C++ | C, C++, Java/JVM, Lua, Python | Yes | 3D | Windows, Linux, OS X | Balanced Annihilation, Zero-K | GPL | RTS, simulated events, OpenGL |
Starling Framework | ActionScript | Yes | 2D | Windows, OS X, GNU/Linux, iOS, Android | Angry Birds Friends, Incredipede | BSD Simplified | Recreates the traditional Flash display list architecture on accelerated graphics hardware | |
Stencyl | Haxe | Haxe | Yes | 2D | Flash, HTML5, iOS, Android, Linux, OS X, Windows | Proprietary | Free to publish to flash and HTML5. Subscription required for publishing to desktop or mobile. | |
Autodesk Stingray (Bitsquid) | Lua | Yes | 3D | Windows, Mac, Linux, IOS, Android, PlayStation 4, PlayStation 3, Xbox 360 | Proprietary | |||
StepMania | C++ | Lua | Yes | 3D | Cross-platform | In the Groove, Pump It Up Pro, Pump It Up Infinity | MIT | A rhythm video game and engine that was originally developed as a simulator of Konami's DDR |
Stratagus | C | Lua | Yes | 2D | Linux | Bos Wars | GPL | For real-time strategy games |
SunBurn XNA | No | 3D | Xbox Live | AvaGlide | Proprietary | |||
Three.js | JavaScript | JavaScript | Yes | 3D, 2D | HTML5, Windows, Linux, OS X, iOS, Android | MIT | ||
TOSHI | Yes | 3D | Windows, Nintendo GameCube, Game Boy Advance, Nintendo DS, Wii, PlayStation 2, Xbox | Jurassic Park: Operation Genesis, Nicktoons Unite!, Barnyard, El Tigre: The Adventures of Manny Rivera, de Blob, Marvel Super Hero Squad | Proprietary | |||
Truevision3D | Visual Basic, C++ | No | 3D | Windows | Proprietary | |||
Torque3D | C++ | TorqueScript | Yes | 3D | Windows, Linux, OS X | Marble Blast Gold, ThinkTanks, Tribes 2, Villagers and Heroes, Blockland | MIT | Includes multiplayer network code, seamless indoor-outdoor rendering engines, skeletal animation, drag and drop GUI creation, built in world editor, C-like scripting language |
Turbulenz | TypeScript | JavaScript | Yes | 2D, 3D | HTML5, iOS, Android | Polycraft, Save the Day, Score Rush | MIT | |
UbiArt Framework | C++ | Yes | 2.5D | Cross-platform | Rayman Origins, Rayman Legends, Child of Light, Valiant Hearts: The Great War | Proprietary | ||
Unigine | C++ | C#, UnigineScript, GLSL, HLSL, UUSL | Yes | 3D | Windows, Linux, OS X, PlayStation 3, Android, iOS | List | Proprietary | Focused on large open scenes: 64-bit precision of coordinates, support for geo coordintaes, round Earth model. Mainly used in enterprise and professional simulators. |
Unity | C++ | C#, Cg, HLSL | Yes | 2D, 2.5D, 3D | Windows, OS X, LinuxXbox 360, Xbox One, Wii U, New 3DS, Nintendo Switch, PlayStation 4, PlayStation Vita, Windows Phone, iOS, Android, BlackBerry 10, Tizen, Unity Web Player, Windows Store, WebGL, Oculus Rift, Gear VR, Android TV, Samsung Smart TV | List of Unity games | Proprietary | |
Unreal Engine | C++ | GLSL, Cg, HLSL, UnrealScript, C++, Blueprints | Yes | 3D | Cross-platform | List of Unreal Engine games | Proprietary | UnrealScript was removed in version 4 |
V-Play Game Engine | C++ | QML, JavaScript | Yes | 2D | iOS, Android, Windows, OS X | List | Proprietary | Built on Qt |
Vengeance Engine | C++ | No | 3D | Windows | Tribes: Vengeance, SWAT 4 | Proprietary | Based on Unreal Engine version 2/2.5 | |
Vicious Engine | Lang | Script | Yes | 3D | Nintendo GameCube, Wii, WiiWare, Xbox, Xbox 360, Xbox Live Arcade, PlayStation 2, PlayStation Portable, PlayStation Network, Windows | List | Proprietary | |
Virtools | Yes | 3D | Ballance | Proprietary | Used for game prototyping and rapid development | |||
Vision | Lang | Script | Yes | 3D | Windows, Xbox 360, PlayStation 3, Wii, Wii U, iOS, Android, PlayStation Vita, IE6 and up, Firefox 2.0 and up, Google Chrome, Opera 9 and up | List | Proprietary | |
Visual3D Game Engine | C#/.NET | Yes | 3D | Windows, Xbox 360 | Proprietary | Commercial successor to open-source RealmForge engine | ||
Visual Pinball | C++ | VBScript | No | 3D | Windows | MAME-like pre-0.172, then BSD, GPL | ||
VRAGE | C# | Yes | 3D | Windows, Xbox One | Miner Wars 2081, Space Engineers,Medieval Engineers | Proprietary | Source code was released under a commercial license | |
Wintermute Engine | C++ | C-like syntax | No | 2.5D | Windows | Donationware, MIT, LGPL | Lite version lacks 3D Actor function | |
World Builder | No | 2D | System 3 | Freeware | ||||
WorldForge | C++ | Lua (client), Python (server) | Yes | 3D | GPL | MMORPG framework made of libraries, server, client, media | ||
Xenko | C# | C# | Yes | 2D/3D | Cross-platform | MIT | Supports C# 6.0 | |
XnGine | No | 3D | DOS | The Terminator: Future Shock, The Terminator: SkyNET, TES 2: Daggerfall, TES Legends: Battlespire, TES Adventures: Redguard | Proprietary | |||
Zest3D | ActionScript 3, C++ | Lua | Yes | 3D | Web, Windows, Linux, OS X, Android, iOS, BlackBerry | Boost | ||
Zillions of Games | Zillions Rules | No | 2D | Windows | Proprietary | |||
Name | Primary programming language | Scripting | Cross-platform | 2D/3D oriented | Target platform | Notable games | License | Notes and references |
See also[edit]
References[edit]
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- ^'Factorio engine modernisation'. Wube Software. Retrieved March 3, 2018.
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- ^'Argentum Age'. argentumage.com. Retrieved February 14, 2018.
- ^'Cube Trains'. David Roberts. Retrieved February 14, 2018.
- ^'Blend4Web Official Site'. Blend4Web.com. Retrieved June 22, 2015.
- ^'blender.org - Installation Policy'. Web.archive.org. March 25, 2009. Archived from the original on March 25, 2009. Retrieved August 21, 2012.
- ^'Features'. blender.org. Retrieved August 21, 2012.
- ^Terathon Software LLC, C4 Engine
- ^'Feature List – Cafu 3D Game and Graphics Engine'. Cafu.de. April 18, 2012. Archived from the original on March 4, 2012. Retrieved August 21, 2012.
- ^Larabel, Michael. 'CoreBreach Game Goes Open-Source'. phoronix.
- ^'pkgsrc.se - The NetBSD package collection'. pkgsrc.se. Retrieved August 19, 2015.
- ^'LÖVE - Free 2D Game Engine'. Retrieved December 6, 2016.
- ^Akinlaja, Damilare. LÖVE2d for Lua Game Programming. ISBN978-1782161608.
- ^Bailey, Dustin (March 8, 2018). 'Artifact will use Source 2, bringing the engine to iOS and Android'. PCGamesN. Archived from the original on March 9, 2018. Retrieved March 8, 2018.
- ^Martin, Michael. 'Valve Announces Dota 2 Reborn'. IGN. Archived from the original on June 29, 2016. Retrieved July 10, 2016.