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NeoEngine Community

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Supported Platforms:
Windows, Linux, Mac OS X

Languages Written In:

Languages Supported:

Graphics APIs:
OpenGL, DirectX

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Note: This resource is marked as inactive because it is no longer maintained by the owners.

NeoEngine is a 3D game engine, designed with platform independence as the main goal, achieved through small core drivers implemeted for each OS/API. The API presents the game programmer using the engine with classes for space partitioning, scene hierarchy management, file I/O, input (keyboard, mouse, joystick or any device supported by the host OS), rigid-body physics simulation, renderstate management and various effects such as particle systems, multitexturing and dynamic shadows. Included are also an animation system for skinned meshes with bones. The engine is targeted for game programmers who need an easy-to-use but still powerful library for multi-platform development.

Supported Features


  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Efficient generic containers (array, hashmap, balanced tree, any)
  • Manager objects for core platform information and engine subsystems
  • Smart pointers and reference counting for shared resources
  • Radix sorter
  • Platform-independent high-precision timers
  • String utility methods
  • Base functionality classes (hash, activator, exceptions)
  • Platform and byte order independence
  • Virtual file system
  • Mount directories and packages anywhere in file system
  • Package support through codecs (read/write) ZIP codec
  • Wrapper streams classes for std streams and debuggers
  • Fixed-function
  • Render-to-Texture
  • Fonts
  • GUI Converters from Q3 maps (.bsp)
  • Environment Mapping
  • Particle System
  • Fog

  • Patches


  • Per-vertex
  • Lightmapping
  • Anisotropic Dynamic lights with integration to shaders System shaders and textures


  • Shadow Volume Dynamic shadows with integration to shaders System shaders and textures


  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Projected
  • Load/save functionality through codecs
  • PNG, JPEG, TGA, DDS codecs
  • Image resize and format conversion
  • Custom mipmaps
  • Compressed formats (DXTn)
  • Generic pixelformats


  • Vertex
  • Pixel
  • High Level
  • Vertex and pixel shaders with support for vs1.x, vs2.x, ps1.x, ps2.x, arbvp, arbfp, atifs and nvrc targets
  • Fixed-function "shading" language
  • GLSL, vs3.x, ps3.x support


  • Mesh Loading Converters from Q3 models (.md3), Doom3 models and animations (.md5mesh, .md5anim), 3DSMax (.3ds), Lightwave (.lwo), Milkshape (.ms3d), and Maya 4.x exporter

Scene Management

  • General
  • BSP
  • Octrees
  • Occlusion Culling
  • PVS
  • Generic object with SRT data management and generic attributes
  • Controller plugin architecture for extending objects
  • Hierarchy management through controller
  • Geometry for render, collision, occlusion and shadow processing
  • Mesh as collection of geometries with LOD management
  • Generic scene manager class
  • Scene specializations (ABT, BSP, terrain)
  • Scripting integration


  • Keyframe Animation
  • Skeletal Animation
  • Animation Blending Scripting integration


  • Rendering


  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Stacking and friction model
  • Joints and constraints
  • Ragdolls
  • Scripting integration


  • Peer-to-Peer
  • Streams for TCP and UDP sockets
  • Scripting integration


  • 2D Sound
  • Streaming Sound Supports OGG and WAV files


There is a binding to Lua and another one for Java


License Name Price in $US Source Code Included?
Mozilla Public License Free Yes
Free for dynamic and static linking in your project

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Last edited Jun 26, 2014 at 03:01

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