Game engines


AGI (Adventure Game Interpreter) was the development tool used by Sierra Online to create their early adventure games. ...more on Wikipedia about "Adventure Game Interpreter"

Agar is a high-level graphical application framework and game engine aimed primarily at 2D/ 3D computer game and simulations. Agar applications are portable to a variety of operating systems thanks to the Simple DirectMedia Layer library. Among other things, Agar implements an object system ( persistence, memory management, dependencies, etc), a complete widget set and tile-based levels. ...more on Wikipedia about "Agar (engine)"

'Aleph One' is a game engine currently in development by the open source community. It is based on the source code of Marathon 2: Durandal, a game created by Bungie Software in 1995. Since Bungie released the source code, Aleph One has matured to include a variety of new features and improvements. ...more on Wikipedia about "Aleph One (computer game)"

The Aurora Engine is a game engine developed by BioWare for use in computer and console role-playing games. The Aurora Engine was the 3D successor to BioWare's earlier, 2D game engine, called the Infinity Engine. ...more on Wikipedia about "Aurora engine"

The Axiom 3D Engine Project is a fully object oriented 3D graphics engine development effort using C# and the Microsoft .Net platform to create an easy to use, flexible, extendable, and powerful engine that allows for rapid development of games and other graphical applications. By using the .Net framework as the target platform, developers can focus more on core functionality and logic, rather than dealing with the complexities of languages like C++. ...more on Wikipedia about "Axiom Engine"

Boom was a port of the Doom source code by TeamTNT (who also made the Evilution level set in Final Doom). Boom fixed numerous software glitches and added numerous other software enhancements into the engine to such a degree that its additions have been incorporated into most modern day Doom engines (such as ZDoom and Doom Legacy). ...more on Wikipedia about "Boom (source port)"

BRender (abbreviation of Blazing Renderer) is a development toolkit and a real-time 3D graphics engine for computer games, simulators and graphic tools. It was developed and licenced by Argonaut Software. The engine had support for Intel's MMX instruction set and it supported Microsoft Windows, MS-DOS and Sony PlayStation platforms. Support for 3D hardware graphics accelerator cards was added. ...more on Wikipedia about "BRender"

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The Build engine is a first-person shooter engine created by Ken Silverman for 3D Realms. Like Doom, the Build engine represents its world on a two-dimensional grid using closed 2D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects. It is generally considered to be a 2.5D engine as the basic world geometry is two-dimensional with an added height component as each sector may have a different ceiling and floor height, and the ceiling and floor may be angled along one line of the sector. The engine renders the world in a way that looks three-dimensional. However the sizing for perspective only depends on the horizontal distance (most noticeable as the fact that wall verticies are always straight vertical lines on screen). This can cause noticeable distortion when looking up and down and so most Build games restrict this to a fairly limited range of angles. ...more on Wikipedia about "Build engine"

CheapHack is a TomazQuake-derived engine that started in January 2002 and made its final release in February 2004 after numerous delays of technical system difficulties. It is considered outdated and should not be used for serious play. ...more on Wikipedia about "CheapHack"

CryENGINE is a game engine used for the first-person shooter computer game Far Cry. It was originally developed by Crytek as a technology demo for nVidia and, when the company saw its potential, it was turned into a game. ...more on Wikipedia about "CryENGINE"

Crystal Entity Layer is a framework for developing 3D games written in C++ by Jorrit Tyberghein and others. It is an extension of the Crystal Space 3D Engine. Crystal Space is itself not game-specific but Crystal Entity Layer adds game specific concepts and also the notion of game entities. Just like Crystal Space, Crystal Entity Layer is very portable and runs on Microsoft Windows, Linux, UNIX, and Mac OS X. Crystal Entity Layer is also open source, licensed under LGPL. ...more on Wikipedia about "Crystal Entity Layer"

Crystal Space is a framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. It was founded on August 26 1997. Crystal Space is typically used as a game engine but the framework is more general and can be used for any kind of 3D visualization. Crystal Space is very portable and runs on Microsoft Windows, Linux, UNIX, and Mac OS X. Crystal Space is also open source, licensed under GNU Lesser General Public License. ...more on Wikipedia about "Crystal Space"

Cube is a free, open source Quake-like first-person shooter computer game that runs on Windows, Linux, FreeBSD and Mac OS X and even Pocket PC devices with 3D acceleration such as Dell Axim x50. It uses OpenGL and SDL. Cube features both single-player and multiplayer gameplay. A remarkable detail is that Cube contains a built in level editor. ...more on Wikipedia about "Cube (game)"

The Dark engine is a computer game engine, comprising code to produce graphics, sound and control input. It also features complex object and AI databases. It is the engine used for the Looking Glass Studios games Thief: The Dark Project (1998), Thief 2: The Metal Age (2000) and the Looking Glass/ Irrational Games title, System Shock 2 (1999). ...more on Wikipedia about "Dark engine"

DarkPlaces is the most advanced of the free software Quake engines. It has historically innovated most of the standard features which are later incorporated into other Quake engines. It also features an enhanced network code, with asychronous delta compression, and a built in server browser. It also features real time lighting and bump mapping. DarkPlaces is actively developed by LordHavoc and contributors. ...more on Wikipedia about "Darkplaces"

The Doom 3 engine is a computer game engine developed by id Software and first used in the PC game Doom 3. The engine was designed by John Carmack, who also created previous engines such as those for Doom and Quake, which are also generally recognised as marking significant advances in the field. ...more on Wikipedia about "Doom 3 engine"

The Doom engine is the game engine that powers the id Software games Doom and Doom II. It is also used by HeXen, Heretic, Strife and HacX, and other games produced by licensees. It was created by John Carmack, with auxiliary functions written by Mike Abrash, John Romero, Dave Taylor and Paul Radek. Originally developed on NeXT computers, it was ported to DOS for Doom's initial release and was later ported to several game consoles and operating systems. ...more on Wikipedia about "Doom engine"

Earth-4 is the graphics engine used in Earth 2160. ...more on Wikipedia about "Earth-4 Engine"

The Electron engine, currently in development by Obsidian Entertainment, is a 3D video game engine, based on BioWare's Aurora engine. It will be used in Obsidian's Neverwinter Nights 2. ...more on Wikipedia about "Electron engine"

The Eternity Engine is a source port for the computer game Doom, licensed under the GNU General Public License and maintained by James Haley and Steven McGranahan. It was originally meant to power a Doom total conversion, but after that project went on hiatus the engine became the prime focus. The engine is based on Smack My Marine Up (SMMU). ...more on Wikipedia about "Eternity Engine"

Exult is a Free Software reimplementation of the Ultima VII game engine. It enables play of Ultima VII: The Black Gate and Ultima VII Part 2: Serpent Isle, and their corresponding expansion disks Forge of Virtue and Silver Seed, on modern machines. In order to play these games, data files from the original games are needed. Exult itself is distributed under GNU General Public License. Exult originally started as Ultima VII map viewer for the X Window System, but later, as the reverse engineering efforts became more fruitful in finding explanation on the Ultima VII scripting files, the project expanded to become a complete reimplementation of the Ultima VII runtime engine. Before the project came to fruition, there was a demand for a implementation of Ultima VII. Original Ultima VII executables started to show their age: they were rather difficult to get working on the systems of even their own era due to their memory management configuration, and nowadays, the MS-DOS support in general is getting less and less viable. Reportedly, Origin Systems has also lost the source code to the games, and is not planning on any kinds of rewrites for modern systems. Yet, even today, the game has many fans who would like to play the game on their current systems. Exult has, over time, grown to be almost exact reimplementation of Ultima VII engine, with some notable improvements. The system has been written in C++ with 32-bit architectures in mind. The graphics code these days uses SDL library, which has led to Exult being ported for Microsoft Windows, Mac OS, Sharp Zaurus and other operating systems aside from the original "free *NIX" platforms (such as GNU/Linux and FreeBSD). Formerly, Exult was also supported on BeOS. An unofficial port exists for Xbox. Aside of portability and ability to run on modern operating systems, there are also number of enhancements over original games, such as * unlimited number of savegame slots, * many usability fixes, including numerous new key shortcuts, * ability to use Serpent Isle "paperdolls" in Black Gate, * optional statusbar that displays party member health, * In-game notebook (in upcoming version), * Support for increased display resolutions (not necessarily recommended, as it may lead to unexpected problems in game), with high-quality display scalers ( 2xSaI family and others), * ability to use digital samples instead of MIDI sounds, and digital music in Ogg Vorbis format instead of MIDI music (Hardware MIDI is supported in Win32; upcoming version also supports ALSA), and support for MIDI software synthesis (through TiMidity; Upcoming version also supports OPL3 emulation and Fluidsynth). Exult also includes a comprehensive cheat system, similar to the original Ultima VII. Recently, there has also been an effort to turn Exult into a 3D game. This code fork is called Exult 3D, and is currently alpha quality software - the code isn't likely to be merged to main Exult for a long time. Exult 3D primarily uses the actual data from the game. All objects in Ultima VII, while generally having a 2D appearance, actually also include height data from which it's possible to create bounding box. Additionally, this version also uses custom 3D models for many things, such as all living things - since these are small and the sprites lack the details - and mountain ranges. The upcoming release may also include gameplay fixes to the game usecode itself; effort is underway to fix some of the most troublesome originally unimplemented things in Serpent Isle. == Exult Studio == Exult also optionally includes Exult Studio, which is slowly growing into a very complete and complex tool for modifying the game - even while the game is running. Also included are many command-line tools for manipulating game files. ...more on Wikipedia about "Exult" www.shortopedia.com never sleeps.

This page gives an overview of FPS graphics engines and the games that use them. Engines that included games that have first person view and a third person view are included. Some these hybrid TPS/FPS run on what are othwerwise FPS graphics engines. For more on graphic engines in general and other types of game engine see Game engine. ...more on Wikipedia about "First person shooter graphics engines"

In techniques for computer games, fixed 3D is a three-dimensional (3D) representation of the game world with game characters rendered in real time against a prerendered environment. ...more on Wikipedia about "Fixed 3D"

Game Blender is a sub-application of Blender, the popular open source 3D application, used to make games using blender. It is an outgrowth of the application that blender once was, which was a 3D application to make games for the Sony Playstation. The code that was used to generate Sony Playstation games was removed from the sources and Game Blender was reconstructed in C++, while blender forked off into general 3D application. Blender being programmed in C, made the co-development of Game Blender's sources unwieldy. So Game Blender has been left as an exercise of development to any and all who are interested in its development. ...more on Wikipedia about "Game Blender"

A game engine is the core software component of a video game. It typically handles graphical rendering and other necessary technology, but might also handle additional tasks such as game AI and collision detection between game objects, among other things. The most common element that a game engine provides is graphics rendering facilities ( 2D or 3D). Another common attribute of game engines is platform abstraction, so the game can run in various platforms ( game consoles, Microsoft Windows) with little, if any, changes in the game source code. ...more on Wikipedia about "Game engine"

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