Description
Written in modern C++ (17), ECS driven, it is primarily developed for learning purposes. It is intended to be as optimized as possible, while trying to stay as modular as it can.
The engine is available under Windows, Linux & macOS; it can also run in a web browser through WebAssembly (using Emscripten).
RaZ alternatives and similar libraries
Based on the "Game Engine" category.
Alternatively, view RaZ alternatives based on common mentions on social networks and blogs.
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Cocos2d-x
Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x. -
Panda3D
Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU -
CRYENGINE
DISCONTINUED. CRYENGINE is a powerful real-time game development platform created by Crytek. -
Spring RTS game engine
A powerful free cross-platform RTS game engine. - Report issues at https://springrts.com/mantis/ -
Amazon Lumberyard
DISCONTINUED. Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch β with full source. -
Axmol Engine
Axmol Engine β A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A fork of Cocos2d-x-4.0) -
Wolf Engine
DISCONTINUED. The Wolf is a comprehensive set of C/C++ open source libraries for realtime rendering, realtime streaming and game developing
SaaSHub - Software Alternatives and Reviews
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README
RaZ
Modern & multiplatform 3D game engine in C++17
Linux Windows macOS WebAssembly Compilation Unit tests No CI yet No CI yet N/A
Codacy | Coveralls |
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Summary
RaZ comes from, as you may have noticed, my username Razakhel. This was also meant as a pun, since in french RΓ Z is the acronym for "Remise Γ zΓ©ro", which basically means "reset". I didn't have any particular intent behind this double meaning. Except maybe hoping that using RaZ might reset your mind because of its awesomeness? Oh well.
Written in modern C++ (17), ECS driven, it is primarily developed for learning purposes. It is intended to be as optimized as possible, while trying to stay as modular as it can.
The engine is available under Windows, Linux & macOS; it can also run in a web browser through WebAssembly (using Emscripten).
π₯οΈ RaZor, an editor also multiplatform, is available to manipulate the engine through a graphical interface.
π If you want to get started, head to the wiki. For the documentation, look over here!
π¬ A Discord server dedicated to RaZ & RaZor is also available! Feel free to come by to follow the development, ask any question, or just say hi π
Gallery
Crytek Sponza | Hylian shield (PBR) |
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More examples are available here.
Projects using RaZ
Name | Maintainer/creator | Description |
---|---|---|
Atmos | Razakhel | Atmospheric simulation |
Midgard | Razakhel | Terrain procedural generation |
Yggdrasil | Razakhel | Tree & foliage procedural generation |
If you also are working on some on your own, feel free to get in touch so that I can add them to the list.
Features
Module | Features |
---|---|
Animation | - Skeleton data structure- Animation support (in progress) |
Audio | - Playing/pausing/stopping/repeating sounds- Positional audio sources & listener |
Data | - Bounding Volume Hierarchy (BVH) acceleration structure- Directed graph structure- Dynamic bitset- File formats: - Meshes: OBJ import/export, FBX import, OFF import - Images: PNG import/export, TGA import, HDR import (in progress) - Audio: WAV import - Animation: BVH import (in progress) |
Math | - Vectors, matrices & quaternions- Angles (degrees/radians)- Transformations (translation, rotation, scale)- Noise (Perlin, Worley) |
Physics | - Shapes (line, plane, sphere, triangle, quad, AABB, OBB)- Shape/shape collision checks (in progress)- Ray/shape intersection checks (in progress)- Rigid body simulation (in progress) |
Rendering | - OpenGL (4.6-3.3)- Vulkan (in progress)- PBR (Cook-Torrance) & legacy (Blinn-Phong) material models- Deferred rendering, using a custom render graph- Post effects: bloom, tone mapping, SSR, SSAO, ... (in progress)- Tessellation & compute shaders support- Camera (perspective/orthographic)- Light sources (point & directional)- Windowing (window, keyboard/mouse inputs with custom callbacks) using GLFW- Overlay using ImGui- Cubemap- Normal mapping |
Misc | - Custom ECS (Entity Component System) implementation- Uniformized platform-dependent path strings- Logging utilities- Multithreading utilities, thread pool implementation & parallelization functions- Plugin utilities, to load dynamic libraries- Compiler, enum, string, file, floating-point & type utilities |