Description
Website: http://www.AtomicGameEngine.com
Email: [email protected]
Atomic Game Engine alternatives and similar libraries
Based on the "Graphics" category.
Alternatively, view Atomic Game Engine alternatives based on common mentions on social networks and blogs.
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GLFW
A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input -
bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. -
Skia
Skia is a complete 2D graphic library for drawing Text, Geometries, and Images. -
magnum
Lightweight and modular C++11 graphics middleware for games and data visualization -
Ogre 3D
scene-oriented, flexible 3D engine (C++, Python, C#, Java) -
DirectXTK
The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++ -
Open-Source Vulkan C++ API
Open-Source Vulkan C++ API -
Horde3D
Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible. -
herebedragons
A basic 3D scene implemented with various engines, frameworks or APIs. -
glbinding
A C++ binding for the OpenGL API, generated using the gl.xml specification. -
Irrlicht
An automatically updated mirror of the Irrlicht SVN repository on sourceforge -
Partio
C++ (with python bindings) library for easily reading/writing/manipulating common animation particle formats such as PDB, BGEO, PTC. See the discussion group @ http://groups.google.com/group/partio-discuss -
Visualization Library
Visualization Library is a C++ middleware for high-performance 2D and 3D graphics applications based on OpenGL 1.x-4.x supporting Windows, Linux and Mac OS X. -
OpenMesh, 7.0
Clone of the official OpenMesh repository -
Cairo
A 2D graphics library with support for multiple output devices. [LGPL2 or Mozilla MPL]
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* Code Quality Rankings and insights are calculated and provided by Lumnify.
They vary from L1 to L5 with "L5" being the highest.
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README
Please note that Atomic is no longer actively being developed or maintained. Issues will not be attended to, though PRs that fix build issues may be considered. The remainder of this README has been kept in place for future reference.
Website: https://github.com/AtomicGameEngine/AtomicGameEngine
Why Atomic?
The Atomic Game Engine is powerful native technology with a consistent API and tooling available in C++, C#, Typescript and JavaScript. The Atomic Editor is installed in over 75 countries and has hit “critical mass” with production in multiple industries.
Atomic can also be used as a library in existing projects with a C++ SDK, C# NuGet, and JavaScript npm package in development.
Atomic Technology
- Consistent 2D/3D API available in JavaScript, TypeScript, C#, and C++
- Built-in Monaco JavaScript/TypeScript editor and support for VSCode and Atom
- C# IDE integration with Visual Studio, Xamarin Studio, and MonoDevelop
- Android, iOS, Windows, macOS, Linux, and WebGL platform deployment
- High performance native C++ core with single command builds and absolute minimum dependencies
- Node based scene graph with access to low level graphics API for custom rendering on D3D 9/11, OpenGL 2/3/ES2, and WebGL
- Modular component system including C#, JavaScript, TypeScript, and C++ logic components with networking
- Drag and drop standard 2D/3D format import, including Autodesk FBX, Collada, Blender, Spriter, Tiled, and more
- Innovative preview mode runs in subprocess for editor stability, reduced memory fragmentation, and is the foundation for future previewing on device
- Chromium WebView for E-Commerce payments, accessing Facebook social graph, video streaming, and many more use cases
- Automated script binding generation of native C++ subsystems
- Best in class third party integrations including Box2D/Bullet physics, Recast/Detour pathfinding, TurboBadger UI, CEF3, duktape VM, SDL2
- Available as precompiled binaries or fork on GitHub under the permissive MIT license
- Backed by professionals with decades of experience in the technology and game industries
Build Instructions
The Atomic Editor can be built for your platform using these build instructions.
Atomic Resources
Community
Discourse
Gitter Chat
Documentation
Wiki
Screenshots
Atomic Examples
Atomic on Mobile
Atomic Build Settings
Atomic History
THUNDERBEAST GAMES began developing the Atomic Game Engine on November 12th, 2014 by forking Urho3D. It was released under the permissive MIT license during GDC 2016. Atomic is now being used in production environments, has 27 contributors, and runs on Windows, macOS, Android, iOS, Linux, and WebGL!
*Note that all licence references and agreements mentioned in the Atomic Game Engine README section above
are relevant to that project's source code only.