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Aether3D Game Engine

This codebase will evolve into the next generation Aether3D. More info: http://bioglaze.blogspot.fi/2014/12/planning-aether3d-rewrite-for-2015.html

Features

  • Windows, OS X, iOS and Linux support.
  • OpenGL 4.1, 4.5, D3D12 (WIP) and Metal renderers.
  • Component-based game object system.
  • Oculus Rift support.
  • Sprite rendering, texture atlasing and batching.
  • Bitmap and Signed Distance Field font rendering using BMFont fonts.
  • Audio support for .wav and .ogg.
  • Custom model format with .obj and Blender exporter.
  • Virtual file system for .pak files.
  • XBox controller support.
  • Cross-Platform scene editor.

Planned Features

  • Vulkan renderer.
  • Clustered Forward lighting.
  • Most of the features in my previous engine

Build

  • After building build artifacts can be found in aether3d_build next to aether3d.

Windows

  • Open the project in Engine\VisualStudio_GL45 and build it. For MinGW you can use Engine/Makefile.
  • Build and run Samples\01_OpenWindow.

OS X / GNU/Linux

  • Open the project Engine/Aether3D_OSX in Xcode and build it or run the Makefile.
  • Open the project Samples/01_OpenWindow/OpenWindow.xcodeproj and run it or run the Makefile.

iOS

  • Build Aether3D_iOS in Engine. It creates a framework.
  • Open Samples/02_iOS_Hello and add the framework into the project.

License

The engine is licensed under zlib license.

Third party library licenses are:

  • stb_image.c is public domain
  • stb_vorbis.c is public domain
  • glxw is under zlib license
  • OpenAL-soft is under LGPLv2 license

Roadmap/internal TODO

https://docs.google.com/document/d/1jKuEkIUHiFtF4Ys2-duCNKfV0SrxGgCSN_A2GhWeLDw/edit?usp=sharing

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