Game Engines

Engines with games in the catalog. Search to find an engine, then browse its games.

1,253 game engines · Page 4 of 27

BBright Light HalogenBBrigitteBBrux GDKBrux (formerly known as XYG) is an open-source, cross-platform, runtime-based game development kit using the Squirrel language. The aim is to make development both easy and versatile, allowing games to be written by hand in a simple text editor or made in an IDE similar to Game Maker, and to allow games to be ported with little to no modification to the code, offering a "build once, run everywhere" development process. All of its code is available under the GNU General Public License v3.BBuddhaBuddha is an in-house engine used to power Double Fine games.BuildBuildboxBuildbox is a no-code development platform focused on game creation without programming, coding or scripting. The core audience for the software is entrepreneurs, designers and other gaming enthusiast without prior game development or coding knowledge.BBulletBullet is real-time collision detection and multi-physics engine/simulation.BButanoCC++CC-EngineCC0var1ant RPG EngineCC3DGLCC4 EngineCCANVAS EngineThe CANVAS engine is a propritary engine owned by SEGA used in the Valkyria Chronicles series. From the Valkyria Chronicles wikia: "The game's visuals, which utilize SEGA's CANVAS graphics engine, resemble a watercolor painting in motion." It's use is described on the Valkyria Chronicles Remastered website as: "Hand-drawn watercolor imagery creates a warm graphical motif, while blurred outlines, soft edges, hatching, and visual use of onomatopoeias create an enthralling and vibrant game world. The melded style of 3D graphics and still images allows the player to move freely around a world that appears to have come directly from an artist's sketchbook."CARBON EngineCarbon is the next-generation cross-platform game engine framework from CCP Games, used to build entire universes where tens of millions of players have experienced emotion invoking journeys through the vastness of space. Every line of code, every pixel, every beat shaped by Carbon pushes the boundaries of virtual worlds. The Carbon Engine is a playground for the imagination. It facilitates the creation of vibrant sci-fi arenas, epic space battles, and vast galaxies, all without sacrificing performance or compromising on vision. Built for speed and scale, Carbon is a robust tool for creating living, breathing, enthralling universes.CATENGINECATENGINE is a high performance game engine developed by CatseCATHODECathode (styled as CATHODE) is an engine built by the Creative Assembly in partnership with AMD for the 2014 video game Alien: Isolation. It is a highly modified version of the engine created for an earlier title, Viking: Battle for Asgard. The trademark for Cathode's name was filed by SEGA on August 26th 2013, and eventually granted February 20th 2014. The Cathode engine was named after its bespoke node-based scripting functionality which allowed for live edit flowgraphs to control game logic. This system ran inside of a toolkit created for Cathode named the Creative Assembly Game Editor (CAGE) in a what-you-see-is-what-you-get (WYSIWYG) style. It allowed for the use of prefabs to quickly build upon existing scripts. The Cathode scripting system covered a range of systems including particles, lighting, props, AI scripts, audio, zoning, and character setup. When the Cathode scripting system was implemented into the engine during production on Alien: Isolation, a large portion of already completed work had to be scrapped or re-worked from old 3DS Max scripts, causing around 6 months worth of production scripts to be lost. The initial greenlight demo for Alien: Isolation was built with an early version of Cathode when work began to convert it from the Viking engine which featured just one shadow casting light source among other technical constraints. While early public demo and press builds of the game included a splashscreen for Cathode, references to it were removed in the final shipped game. The engine name was later added to store descriptions after its trademark approval in the EU, although the CAGE toolkit was never publicly released, despite being referenced heavily in the game's EULA. Cathode was built to ship to PS3, PS4, Xbox 360, Xbox One, and PC - however its primary title Alien: Isolation was later shipped to Nintendo Switch, MacOS, Linux, iOS and Android by Feral Interactive. Cathode provides platform-specific optimisations through two core systems: being "next-gen" flags in flowgraph scripting, and 32-bit and 64-bit binary builds. Flowgraph flags were typically used for optimising functionality like depth of field, whereas binary builds were used for enabling and disabling core functionality such as dynamic lights and environmental effects (such as animated monitors in Alien: Isolation). Notably Alien: Isolation's PC build utilises the 32-bit binary optimisations, yet the "next-gen" flowgraph optimisations. This was an oversight that was later corrected in the Windows Store build released in 2020 by Lab42.CAVE 68000CPU : MC68000 Sound CPU : Z80 [Optional] Sound Chips : YMZ280B or 1 or 2 OKIM6295 + YM2203 / YM2151 [Optional]CAVE CV1000-BCPU : Hitachi SH-3 CPU, 133 Mhz Clock Sound Chip : Yamaha YMZ770C-F Other Chips (Based on Ibara) : Altera Cyclone EP1C12F324C8 FPGA (i think used as Video-DSP and SD-RAM Controller), K9F1G08U0A 128M x 8 Bit NAND Flash Memory, 1x MX29LV160BBTC-90 Flash Memory and, 2x MX29LV320ABTC-90 Flash ICs (space for up to 2 more Flash ICs is not used), 1xMT48LC2M32B2-6 SDRAM, and 2x MT46V16M16. LA4708 Audio amplifier.CAVE CV1000-DThe CV1000-D is a direct upgrade of the Cave CV1000B board, the main differences seem to be: Chip U1 : IS42S32400D 128Mb SDRAM @ 166mhz (standard SH3 has MT48LC2M32 64Mb SDRAM) Chip U4 : 32Mbit Spansion S29JL032H (standard SH3 has a 16Mbit Spansion S29AL016D. No Lithium BatteryCCMVSCCP System II (CPS-2)CCP System III (CPS-3)CCPAL3D EngineCROSS-LIBCross-Lib is a retro-hardware abstraction layer for coding "universal" games with the very same code for hundreds of mostly 8-bit systems (consoles, computers, scientific calculators, hand-held consoles, arcade boards, hacked toy computers, etc.). Cross-Lib is a WORA (Write Once Run Anywhere) framework for vintage systems, i.e., you code a game once in an abstract hardware-agnostic way and Cross-Lib produces the very same game for about 200 vintage systems.CCSSCCTG (Core Technology Group)The engine was first used in 2005 with the release of the video game The Punisher. A major reworked version of the game was released in 2017 with Agents of Mayhem. Volition owns another in-house engine, called Geo-Mod, that was used specifically for the Red Faction (series) (2001-2011).CXD9615GB Emotion EngineThe Emotion Engine is the CPU for Sony's PlayStation 2, developed in a Sony - Toshiba cooperation and introduced in 1999.CCapcom Play System (CPS-1)Capcom Play System Dash (CPS-Dash)A year before releasing the CP System II, Capcom released an enhanced version of the original CP System dubbed the CP System Dash, which had some features that would later be used in the CP System II, such as the QSound chips. The CP System Dash boards have four interlocking PCBs contained in gray plastic boxes; this concept of enclosing arcade PCBs in a special plastic enclosure would later be reused for the CP System II hardware.CCapcom Play System II (CPS-2)CCapcom Play System III (CPS-3)CCapcom Sports Club EngineCCapcom VS SNK 2 EngineCCardboardCCatSystem2CatrobatCChameleonCCharLibCCharles EngineCChess EngineCChess Engine: The KingCChlastGame engine that used in Pył (1999).CChoiceScriptCChowdrenChrome EngineMade entirely by Techland, Chrome Engine® is a complete game development framework for the PC and consoles. It supports all modern game programming technologies and techniques vital for the game creation process. The idea behind Chrome Engine® was to create a powerful game engine with all the features required to create commercial AAA games with advanced visualization, scripting and physics system, integrated networking and artificial intelligence. The main goal was to keep the engine as efficient and easy to use as possible, so that users can configure its parameters with only one mouse-click. The last game using Chrome Engine was Dead Island: Definitive Collection in 2016.CCinematiqueClausewitz EngineIn 2007 the Paradox Development Studio debuted a proprietary game engine, titled Clausewitz (named after the Prussian general Carl von Clausewitz), in Europa Universalis III which has been put to use in every game developed by PDS since. The engine provides a 3D view of part or the totality of the world map, depending on the played game. Sengoku was the first game utilizing the Clausewitz 2.5 engine.