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The Atomic Game Engine is a multi-platform 2D and 3D engine with a consistent API in C#, JavaScript, TypeScript, and C++ (http://www.AtomicGameEngine.com)

License: Other

CMake 0.62% XSLT 0.01% HTML 0.03% CSS 0.01% JavaScript 0.32% Shell 0.17% Batchfile 0.06% NSIS 0.01% C# 0.63% Java 0.14% TypeScript 0.81% GLSL 0.18% HLSL 0.21% C 57.42% C++ 35.49% Objective-C 1.09% Objective-C++ 0.03% Assembly 0.12% Perl 2.66% Python 0.01%

atomicgameengine's Introduction

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Website: http://www.AtomicGameEngine.com

Email: [email protected]

Why Atomic?

The Atomic Game Engine is powerful 2D/3D technology developed by industry veterans. It is available under the MIT license as an alternative to proprietary binaries, excessive fees, and royalties.

Atomic is available to professionals and is being used in production environments. It is also a great resource for learning JavaScript, TypeScript, C#, and the art of native C++ engine design.

If you need excellent, high performance technology which leverages the full might of GitHub, the Atomic Community invites you to download the Atomic Editor or fork us on GitHub!

Atomic Technology

- Consistent **2D/3D API** available in **JavaScript, TypeScript, C#, and C++** - **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 - C# IDE integration with Visual Studio, Xamarin Studio, and MonoDevelop - Built-in Monaco JavaScript/TypeScript editor with support for VSCode and Atom - 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 software professionals with decades of experience in the technology and game industries

Downloads

Download the Atomic Editor

Documentation

Atomic API References

![](http://atomicgameengine.com/images/community/Documentation_JSTS.png) ![](http://atomicgameengine.com/images/community/Documentation_CSharp.png) ![](http://atomicgameengine.com/images/community/Documentation_CPlusPlus.png)

Atomic Community

Videos

Atomic Game Engine 2016 Demo Reel

Screenshots

Atomic Editor

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Atomic Examples

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Atomic on Mobile

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Atomic Build Settings

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Looking for Examples?

They are over here: Javascript, TypeScript, C#, C++ Examples

Building the Atomic Editor from Source

Please see Building the Atomic Editor from Source for Visual Studio 2015, XCode, and QtCreator build instructions.

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 26 contributors, and we’re just getting started!

Atomic Development Fund

Atomic Backers: Please see BACKERS.md for a list of contributors to the Atomic Development Fund

atomicgameengine's People

Contributors

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Watchers

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