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The Atomic Game Engine is a multi-platform 2D and 3D engine with a consistent API in C++, C#, JavaScript, and TypeScript

License: Other

JavaScript 0.30% CMake 0.67% Java 0.15% HTML 0.03% GLSL 0.17% Shell 0.15% C++ 92.99% Objective-C 0.36% Objective-C++ 0.02% QMake 0.01% Perl 2.46% Assembly 0.11% Python 0.01% TypeScript 0.79% Batchfile 0.06% C# 0.62% NSIS 0.01% Makefile 0.79% DIGITAL Command Language 0.34% XS 0.01%
game-engine game-development javascript csharp typescript cplusplus android ios windows macos

atomicgameengine'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!

atomicgameengine's People

Contributors

alan-fgr avatar benwolf avatar bparvanov avatar buresu avatar darrylryan avatar eugenegous avatar flyover avatar garethnn avatar honigbeutler123 avatar johnnywahib avatar joshengebretson avatar keithjohnston avatar laraengebretson avatar mahadevan-k avatar marynate avatar mattbenic avatar muffinmanken avatar munkey avatar ombre5733 avatar raheelx avatar rokups avatar rosshadden avatar scottdillman avatar shaddockh avatar shalokshalom avatar shearer12345 avatar sleaker avatar tarik-b avatar type1j avatar weinandvv avatar

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atomicgameengine's Issues

Cant build on Ubuntu 14.04 64 bits

Description Resource Path Location Type
make[1]: *** [Source/ThirdParty/LibCpuId/CMakeFiles/LibCpuId.dir/all] Error 2 Atomic@BUILDATO C/C++ Problem
conflicting types for ‘int64_t’ libcpuid_types.h /Atomic@BUILDATO/[Source directory]/Source/ThirdParty/LibCpuId/src line 55 C/C++ Problem
make[2]: *** [Source/ThirdParty/LibCpuId/CMakeFiles/LibCpuId.dir/src/libcpuid_util.c.o] Error 1 Atomic@BUILDATO C/C++ Problem
previous declaration of ‘int64_t’ was here Atomic@BUILDATO line 197, external location: /usr/include/x86_64-linux-gnu/sys/types.h C/C++ Problem
converting to non-pointer type ‘int’ from NULL [-Wconversion-null] hull.cpp /Atomic@BUILDATO/[Source directory]/Source/ThirdParty/StanHull line 2590 C/C++ Problem
make: *** [all] Error 2 Atomic@BUILDATO C/C++ Problem
Invalid project path: Include path not found (/home/vlad/Downloads/AtomicGameEngine-master/Source/ThirdParty/StanHull/include). Atomic@BUILDATO pathentry Path Entry Problem

Add performance debugging or performance monitoring panel

Maybe add another button "debug" besides the "play" button. When clicked on "debug" button. A panel or something will show or popup and it will display:

1)current fps
2)memory usage
3)cpu usage
4)total object created and active
5)maybe add "add watch" to variable or object so that we can monitor it more thoroughly
6)more info that can help to detect problem and maybe improve performance

Physically Based Rendering Support

This is a feature request that I would like to see implemented into the atomic game engine.

I have linked an overview below for Artists as well as one for programmers. This should give you a general overview for what needs to be done and why it is beneficial to the engine.

PBR for Artists
https://www.youtube.com/watch?v=LNwMJeWFr0U

PBR for Programmers
http://blog.selfshadow.com/publications/s2013-shading-course/#course_content

Further reading -
http://jmonkeyengine.org/299803/physically-based-rendering-part-one/
http://jmonkeyengine.org/300495/physically-based-rendering-part-two/
http://jmonkeyengine.org/301308/physically-based-rendering-part-3/

Node based Shader Editor similar to Unreal Material Editor

Hey @JoshEngebretson - I have a feature request for Atomic Game engine.
A visual Shader editor similar of that to the Unreal Material Editor.
I am requesting this for one reason -

Let artists focus more on art opposed to the technical stuff behind the art. A node based material Editor would allow me as an artist to work faster and make a better looking game.

I have also linked the Strumpy Shader Editor for Unity3D. it is written in C# and could possibly be used in the Atomic Game engine. It is available under the MIT license.

https://github.com/stramit/SSE

Add Advertisement SDK to IOS and Android

Please add support for (banner and interstitial) for

Admob (Android , IOS)
IAD (IOS)
Revmob (banner, fullscreen and video?)
Leadbolt
Chartboost
Vungel and etc

Please add so that we can monetize from our game.

Add "save as" features in the editor

I think this would be easier to duplicate file.

You can save as new project if you want to make major changes and want to test it first without overwrite original project.

Add support to find text in project

Add find text features(find in current document or in all files). When found will list down all the related findings and when double clicked it will go to that file.

Add autosave feature

Add autosave option (enable or disable)
Add options for the autosave interval (every 15 minutes ?).

Add Social support

Please add social support like

-Facebook
-Google+
-Twitter

So that we can use like "share" button or post highscore at the user wall or post something like "Hey I got a cool game you can download it at "url ........" "

Could improve our apps or games visibility

NPM installable Atomic CLI

It should be possible to create atomic projects, compile, and run them on device via a NPM installable Atomic CLI interface

Add clear recent project list button

Sometimes I open too many new projects and etc. I want to be able to start from fresh.
Also the recent project list panel can't be resize. Maybe add that too ?

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