nCine is a multi-platform 2D game engine that runs on PC (Linux, Windows, macOS), Android and the web (Emscripten).
The project has been in active development since June 2011. Source code is released under the MIT license and available on GitHub.
nCine alternatives and similar libraries
Based on the "Game Engine" category.
Alternatively, view nCine alternatives based on common mentions on social networks and blogs.
9.7 2.1 L1 nCine VS Cocos2d-xCocos2d-x is a suite of open-source, cross-platform, game-development tools used by millions of developers all over the world.
8.5 0.0 L1 nCine VS GamePlayOpen-source, cross-platform, C++ game engine for creating 2D/3D games.
8.4 0.0 L1 nCine VS Torque3DMIT Licensed Open Source version of Torque 3D from GarageGames
7.9 0.0 L1 nCine VS CRYENGINECRYENGINE is a powerful real-time game development platform created by Crytek.
7.9 9.4 L1 nCine VS Panda3DPowerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU
7.8 7.2 L1 nCine VS Spring RTS game engineA powerful free cross-platform RTS game engine. - Report issues at https://springrts.com/mantis/
7.2 2.2 nCine VS Amazon LumberyardAmazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch – with full source.
6.3 0.0 L2 nCine VS The MOAI Multi-platform Game EngineThis is the development repo of Moai SDK.
5.4 0.0 L1 nCine VS OxygineOxygine is C++ engine and framework for 2D games on iOS, Android, Windows, Linux and Mac
3.2 8.2 nCine VS Torque2DA completely free, open-source, 2D game engine built on proven torque technology.
3.2 7.1 nCine VS Wolf EngineThe Wolf is a comprehensive set of C/C++ open source libraries for realtime rendering, realtime streaming and game developing
* 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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nCine is a cross-platform 2D game engine.
It is released under the MIT License, Copyright (c) 2011-2021 Angelo Theodorou.
For additional information: https://ncine.github.io
- GLFW 3.x
- SDL 2
- libogg, libvorbis, libvorbisfile
- Lua 5.4
- Dear ImGui
Supported Platforms and Compilers
- Windows (MSVC, MinGW-w64 on MSYS2)
- macOS (Clang)
- Linux (GCC, Clang)
- Android (GCC, Clang)
- Qt Creator
- Doxygen with GraphViz
- Google Test and Gcovr
- Tracy frame profiler
- Google Benchmark
- RenderDoc graphics debugger
- Indent with tabs (4 spaces) but use spaces for continuation line alignment
- Allman brackets
- No brackets around one line conditional statements
- Padding space after parenthesis headers (
- Align pointer and reference operator to the variable or function name
inlinekeyword always before
- Mark an override method with the
overridespecifier and remove
- Access specifiers order:
- One half indent for access specifiers (2 spaces)
- Declarations order: typedefs and enums, data members, constructors, destructors, methods
- Friends defined in the private section of a class, after everything else
- One space padding around operators
- Use of the
explicitkeyword all the times it makes sense
- Pascal case for classes, enumerations, typedefs and constants
- Camel case for variables, functions and parameters
- All upper case for enumerators in an enumeration
- Put Doxygen brief descriptions in header files and additional documentation in implementation ones
- Use Qt style for Doxygen detailed descriptions (
/*! */) and end them with a period
*Note that all licence references and agreements mentioned in the nCine README section above are relevant to that project's source code only.