Tachyon Game Engine

63aa0891 f9f6 4f70 a083 81252af4c756


7thFACTOR Software

Not specified


Supported Platforms:
Windows, Linux, Mac OS X, Xbox, Playstation, Xbox360, PS3, iOS

Languages Written In:
C/C++, Lua

Languages Supported:

Graphics APIs:
OpenGL, DirectX

Not reviewed yet

00000000000000000000000000000000 nekitu

The Tachyon Game Engine is a consistent game (or other multimedia application) authoring platform, written in clean C++, with cross-platform in mind, extensible through a plugin based architecture, an artist friendly tool chain, well documented, aiming at both indie and big developers.

Supported Features


  • Object-Oriented Design
  • Plug-in Architecture
  • Save/Load System
  • Other
  • Properties system
  • Interconnectable slot system
  • Modularized through service providers (graphics, sound, network, script etc.)
  • the engine is data-driven, loading most of its game data from XML files
  • Render-to-Texture
  • Fonts
  • GUI
  • currently based on DirectX 9, and also planning for a DirectX 10 graphics provider
  • the rendering pipeline is shader-centric, no more fixed pipeline, supporting up to Shader Model 3.0 and beyond
  • implementations : render-to-texture, reflections, refractions, bump map (through normal maps), specular maps, light maps, fresnel term, phong/blinn lighting models.
  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Depth of Field
  • Motion Blur
  • Sky
  • Water
  • Fire
  • Explosion
  • Decals
  • Fog
  • Weather
  • Mirror
  • post-process HDR bloom, glow, sepia, tv noise, black and white
  • auto-exposure
  • cinematic motion blur
  • lens flares and coronas
  • advanced modular particle system, with many parameters to set
  • soft particles
  • billboards
  • sky dome
  • water planes
  • fire / explosions / path trails / sparks
  • object impostors
  • Splines


  • currently based on LUA scripting language, but any kind of scripting system can be easily integrated
  • set / get entity properties from script
  • call commands on entities
  • create new entities in script


  • Client-Server
  • Peer-to-Peer
  • Master Server
  • client / server architecture, for multiplayer on LAN and internet
  • MMOG (massive multiplayer online games) layer (work in progress)
  • assign codecs for packet encoding/decoding; reliable / unreliable packets
  • TCP/IP based
  • servers using multiple threads for communication with the clients, load balancing


  • 2D Sound
  • 3D Sound
  • Streaming Sound
  • WAV and MP3/OGG streaming
  • 2D/3D sound sources with various effects applied
  • blocker geometry, sounds affected by the game’s geometry
  • in-game sound track change depending on the game state (battle/peace/alert)


  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • currently using NVIDIA PhysX
  • rigid bodies, rag-dolls, cloth, joints, vehicles, ropes, soft bodies
  • trace ray on every scene node
  • convex hulls for simple collisions

Artificial Intelligence

  • Pathfinding
  • Decision Making
  • Finite State Machines
  • Scripted
  • Neural Networks
  • brain, personality, AI agents, waypoints and hint systems (grid / graph)
  • group behavior (run-away, attack, defend member, hero-like members)
  • virtual senses (smell, sight, hearing)
  • AI can use the surroundings / objects in various scopes (attack, defend, build)


  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Volumetric
  • Projected
  • Procedural image loading supporting DDS,JPG,PNG,BMP,TGA and more


  • Per-vertex
  • Per-pixel
  • Volumetric
  • Lightmapping
  • Radiosity
  • Gloss maps
  • Anisotropic unified lighting based on global shader parameters (like lights, scene shadow maps, and other parameters)


  • Shadow Mapping
  • Projected planar

Scene Management

  • General
  • Portals
  • Octrees
  • Occlusion Culling
  • LOD
  • scene graph and scene nodes for a clear hierachy of the scene
  • rendering packets system, each scene node presents a list of render packets (vertex buffers with rendering settings) which it wants to render and the scene graph does all the sorting
  • partitioning: octtree, hash space (zones), portal triggers


  • Inverse Kinematics
  • Forward Kinematics
  • Keyframe Animation
  • Skeletal Animation
  • Morphing
  • Facial Animation
  • Animation Blending
  • TCB splines based animation, highly customizable ( keys, tracks )
  • every parameter of a class can be animated
  • actors: skeletal animation, frames exported from 3D Studio MAX, Maya or XSI through COLLADA file format, cand be blended with IK (Inverse Kinematics) for special cases, like stairs or terrain; works with the physics systems rag-dolls; actors can have slots assigned, for example: weapon placement or backpacks; body parts hit damage, look-at controllers
  • cinematic sequences for cut-scenes


  • Rendering
  • Splatting


  • Mesh Loading
  • Skinning
  • Deformation
  • meshes are the raw data
  • models have assigned a mesh, and for each submesh of that mesh : shader and textures
  • assembly objects are many models assembled in a hierachy-based structure (for example a vehicle with wheels and gun on top)


  • Vertex
  • Pixel
  • High Level
  • Supports HLSL
  • central shader library
  • shader fallback system


License Name Price in $US Source Code Included?
Proprietary Unspecified Yes
Full sources, full rights to modify
Proprietary Unspecified No
Proprietary Unspecified No
Other types of licensing can be discussed per client

This engine hasn't been reviewed yet. Be the first!

Write a Review

Suggest Edits

Last edited Mar 05, 2014 at 15:11