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atomicexamples's Introduction

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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

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Atomic on Mobile

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Atomic Build Settings

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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!

atomicexamples's People

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atomicexamples's Issues

Atomic.SOUND_MUSIC referenced but non-existent?

SpaceGame/Resources/Scripts/utils.js
SpaceGameMultiplayer/Resources/Scripts/utils.js
AtomicExamples/ToonTown/Resources/Components/Scene.js

The files above make reference to Atomic.SOUND_MUSIC, but I can't find this anywhere?

Add a CI task to validate PR's

To execute ESLint, eslint needs to be installed. To install it globally, use

npm install -g eslint

or install it in node modules

to run it type

cd AtomicExamples
eslint ./

or

cd AtomicExamples
path/to/eslint ./

Clean up lint errors

The .eslintrc needs to be tuned and all of the issues it detects in the example repo need to be cleaned up. Initially, the .eslintrc should be pretty forgiving in stylistic choices, but it should detect any true errors.

Racer2D tweaks/fixes/feedback

  • TOP PRIORITY: Make sure paths work on Linux (capital letters)
  • Update to use Time subsystem
  • Tweak the truck to have more horsepower, less top speed
  • Use front wheel for braking sounds
  • Change center of gravity (is the API working for that? Didn't seem to)
  • Use a rounded polygon collider for the vehicle
  • Use the 2d lighting system
  • Add the other characters from the asset pack
  • Add more levels
  • Add a main menu that allows you to select characters and levels
  • Expose the settings from the Terrain class
  • Add decent suspension sounds and a better engine sound
  • Add more spacing between the decorations, make it configurable

Le gran finale

  • Provide proper components for all the features usable in the editor, including terrain generator with visual feedback and whatnot

Webview properties example incorrectly calls setGlobal*Property

The setGlobal*Property calls are static methods on the WebView.WebBrowserHost object and are being called on the WebView.browserHost instance. This works fine for JavaScript, but TypeScript complains about it.

// Setup some global JS properties that will be available on every page loaded
// into the WebView
WebView.browserHost.setGlobalBoolProperty("WebViewExample", "boolValue", true);
WebView.browserHost.setGlobalNumberProperty("WebViewExample", "numberValue", 42);
WebView.browserHost.setGlobalStringProperty("WebViewExample", "stringValue", "Hello World!");

Needs to be updated.

Character animation examples request

The CharacterAnimation2D and CharacterAnimation3D would be far more helpful if they demonstrated not just how to play animations, but how to tween into them (maybe only if a checkbox is checked).

In other words, the character in a game is never going to just go from idle to walk. Instead, the character will interpolate between the idle and the walk animation over some duration. The examples should show that sort of usage, since it's more likely that that's what is desired.

Retro Shooter Example Game

Hey,
Got a bit of a request for a example game.

A retro shooter example game similar to Wolfenstien 3D, Doom, or Hexen.

  • Level transition logic for moving between levels.
  • End State: A Game over state on the second level Kill the Boss to get the key to exit the level.
  • Four Enemy types (An Melee Enemy, Two ranged enemies (Example: Shotgun and Rifle), and a Ranged Area Of Effect (Rocket launcher) enemy) Each enemy should also have health between 0 and 100 as well as a death state.
  • A Controllable Player character that moves with the W A S D keys and / or arrow keys. With health and death state.
  • Pickup - A Heath kit that restores health, Ammo for various weapons, etc.

Side note - This would be a great example game for networked based cooperative and versus play.

Amnesty to bge projects / fill void in bge development

any way we could have a bge project importer?

(BGE projects are .blends made of blender data the game engine converts on start)
The blender foundation seems to think it best to kill the BGE with apathy.

is there such a thing as python script to java converter?

ToonTown has many shadow casting lights in the scene

At some point, a bunch of lights in ToonTown became shadow casters, this is significant rendering hit, there should be no more than 1 or 2 in the town area, zero would be fine too as directional light is a shadow caster

Create 2.5D Dungeon Crawl example using Tiled TMX format

  • Tile-based movement (Grimrock style)
  • Single spritesheet for items/walls with tesselation
  • TMX level layout for walls/floors/ceilings
  • Simple sound effects (potion pickup, etc)
  • Monsters - sprite billboards
  • No combat or AI, for now
  • Example should run on all platforms: Windows, OSX, WebGL, and Android/iOS (with touch controls, see image below for art style of arrow keys)
  • Lighting with shadows/flicker

arrows

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