A downloadable tool for Windows

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Gold Engine is a Object Based Game Engine written using C++/CLI, it only supports Windows natively but can be ran on Linux using the official bootstrapper and Wine (Has to be compiled manually on my github repos here)

What is an Object Based Engine?

- An object based engine its an engine where each object takes an unique role. As Example: A ModelRenderer will only render models, thus another object such as a model collider will be required to have collisions.

Which graphics mode does this engine target?

- This engine targets 2D and 3D graphics, but does not try to search photorealism, but grants the user total control of its render pipeline, allowing the user to create its custom rendering procedures using 'ScriptableRenderPipelines', which allow the user to even sort out objects that are from a certain distance to be rendered.

Which architectures does Gold Engine Support?

- The official binaries provided are for x64 computers, however if compiled from the git repos it can run on x86 machines too.

Which languages does Gold Engine Use?

- Gold Engine supports C++/CLI, C# and Lua for runtime scripting (Game Scripts).

How to use C++/CLI or C# as Game Scripts?

- Once you boot the game engine a folder called 'Bin' should be created, inside this folder there's another called 'Asm', there goes the compiled Dlls.

How can i begin scripting?

- I provided 2 templates of C++/CLI and C# built in the game engine assets folder, simply navigate to 'EditorAssets/Templates/VisualStudio' folder and you'll see the templates zip. Cs for C# and Cpp for C++, extract them and work over them, goodluck with docs as they're practically non existant and might be outdated.

Which GPU does it require?

- Anything that supports OpenGL 4.3 should be enough.

How many RAM do i need?

- I didn't spammed objects with heavy functions in them so i have no clue how bad optimised it is.

What does the Engine Contains?

- The Engine Contains the engine itself, the dependencies in order to run it and a few assets for the Editor to work and the Engine to work, such as Error models, error textures, base shaders, lighting shaders, etc.

The lighting does not cast shadows

- I know, the lighting does not have a shadowmap implementation yet, im working into full lua support, then i'll get back to rendering stuff.

DISCLAIMER

This Game Engine is still in early stages of development and does not have a Physics or Collision System. It must be built from ground up using Game Scripts, which is not an easy task.

The editor might have glitches too and might crash from time to time when booting or when working, so remember to save scenes from time to time.


Project began on October 19, 2023.

Results (for now): Im happy with what i've got to in just a year of development.

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Click download now to get access to the following files:

Editor_Production_Early_Alpha.zip 22 MB