GamePlay
Website:
http://www.gameplay3d.org
Developer:
Research In Motion
Launched:
Oct 18, 2011
Status:
Active
Supported Platforms:
Windows, Linux, Mac OS X, iOS, Google Android, Blackberry OS, QNX
Languages Written In:
C/C++
Languages Supported:
C/C++, Lua
Graphics APIs:
OpenGL
Rating:
Not reviewed yet
- Overview
- User Reviews
The gameplay project is an open-source, cross-platform C++ game development framework/engine maing it easy to write games for mobile and desktop.
- Screenshots
- Videos
Supported Features
General
Written completely in C++ and well documented using doxygen. Platform-Game abstraction layer separating all operating system code from game engine code.
Full vector math library with classes for Vector2/3/4, Matrix, Quaternion, Ray, Plane. Also Frustum and BoundingBox/BoundingSphere classes for object culling.
Game developer guide, samples and tutorials.
Lighting
Per-pixel lighting.
Support for bump-mapping.
Support for light maps.
Texturing
Multi-texturing, Bump mapping and Light mapping.
Supports DXT, PVTC, ATC, ETC1.
Shaders
OpenGL 3.2+ (for Desktop) and OpenGL ES 2.0 (for Mobile) based rendering system with classes for RenderState, FrameBuffer, Mesh, Material, Effect, Pass and Techniques.
Shader-based material system with built-in common shader library.
Meshes
Supports both FBX and COLLADA formats.
Scene Management
Scene-graph components such as Scene, Node, Light, Camera and Model.
Declarative scene binding.
Animation
Extensible animation system with classes for Animation, AnimationClip and Curve with built-in AnimationTarget’s on Transform and MaterialParameter’s classes.
Supporting animated skeletal character animation.
Terrain
Authoring from PNG, RAW8, RAW16 or your own height arrays.
Texture Splatting - Multiple texture layers are supported.
Level of Detail - Configurable patch-based LOD system.
Normal mapping, vertical Skirts, patch culling.
Terrain physics with optimized heightfield based physics rigid body for collision detection.
Full terrain transform support, including scale, rotate and translate
Physics
Physics system with rigid body dynamics and constraints.
Character physics and ghost objects.
Artificial Intelligence
AI Agent, StateMachine and Lua scripted AI support.
Sound
Complete 3D audio system with additional support for compressed audio using OGG and supporting HDMI gaming.
Tools & Editors
Solution and workspaces for Visual Studio 2010, XCode 3.2.1 and Momentics IDE’s.
Binary encoding tool for creating optimized bundles for loading TTF fonts and 3D game assets
Cross-platform new game project wizard scripts.
UI
Easy-to-use and efficient Font and Sprite classes.
declarative user interface system with support for Declartive theming and ortho, and 3D form definition with built-in core control classes such as Button, Label, TextBox, Slider, CheckBox, RadioButton. Also includes Layout classes such as Absolute/Vertical and FlowLayout.
Scripting
Lua script bindings on engine and Lua binding generator tool for users defined script bindings from Doxygen xml output.
Input
Input system support for Mouse, Keyboard, Touch and Gamepads.
Special Effects
Declarative particle system.
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Open Source | Free | Yes | View Details |
| Apache 2.0 | |||
Simply the Best
Finally an excellent framework that allows us to realize our ideas, simple and robust, excellent design allows us to create applications by focusing on what and when rather than how.You can manipulate complex concepts and behavior easily.
All the layers necessary for the creation of a game are present and evolves
I must add that the support is excellent and the gameplay Framework is impressive.the roadmap is aswell exiting,I 'm addicted
David Guimard
The missing open multi-platform 3D engine ...
I've been looking at multi-platform 3D engines for a while and this one is very promising! Coming from a desktop and iOS development background, I can't think of another framework that is at the same time as light-weight, freely available and well engineered.
They are actively working on the samples and documentation as well which are great resources to get started. I'm excited for more to come! I'd also recommend it to people who want to have an out-of-the-box framework to get started without having to worry about building their own games engine or spending a lot of money on a commercial solution.
The fact that it is written in C++ is ideal for game developers with existing C++ code and integration with libraries like boost, Lua, Bullet, etc. is simple.
Keep up the good work!
Last edited Jan 23, 2013 at 06:21
