armory
Kha
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armory | Kha | |
---|---|---|
17 | 14 | |
2,996 | 1,455 | |
1.0% | 0.9% | |
9.0 | 8.6 | |
2 days ago | 7 days ago | |
Python | C | |
zlib License | zlib License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
armory
- Blender Game Engine's
- Unity: We Have Heard You
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Defold: Open-source Lua game engine with console support
What's really missing is an open source "bring your own engine and asset pipeline" editor tool. Game editors have pretty much arrived at the Unity data model and editor workflow (game object outliner to the left, scene view in the middle, property panel on the right, asset panel at the bottom, plus custom panels).
The Unity Editor and asset pipeline is hackable enough to use it as editor for another engine, I did that in the past as "proof of concept" and it definitely works, but is most likely a legal minefield.
Blender is also definitely hackable enough to serve that role (see: https://armory3d.org/) (again I did something similar in the past with Maya, it kinda works, but this wasn't very popular with artists because they were overwhelmed by the UI).
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Is the blender game engine good?
There are two primary contenders to replace the BGE. One is Armory3D (https://armory3d.org/) It has a ton of potential, and outputs to multiple formats including web. But it's a one-developer show and it's been really inconsistent. I taught a class on prototyping 3D games with it, but updates are slow and inconsistent, as is the documentation. Too bad, because it's a promising project, with a blueprints-like visual system and Haxe (basically an open-source actionscript) as the programming language.
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Three js like engines for c# or c++? (Preferably c#)
https://armory3d.org/features is more of a game engine than just a 3d renderer but not as advanced as unity or unreal in certain aspects. One can write game logic in c/c++/rust -- https://github.com/armory3d/armory/wiki/wasm
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Armory3D | Release Notes | 2023.01 - January Release
Website
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who needs a game engine when blender can do anything (all done using geometry nodes)
Armory3D is also interesting, not a fork of the original BGE AFAIK but integrates with Blender.
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Can everything be done in blender?
Armory3d
- Im still looking for a game engine... and im starting from zero again
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Replacement for BGE?
I don't know what it's worth, but Armory3D is also an engine built with Blender : https://armory3d.org/
Kha
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3D and 2D: Testing out my cross-platform graphics engine
I am glad people are working on it!!
Have you seen Kha by any chance? It has similar goals. I find it quite awesome, but it won't gain mass adoption for a bunch of reasons. https://github.com/Kode/Kha
Someone built an immediate mode renderer on top https://github.com/armory3d/zui, which is utilised by ArmorPaint https://armorpaint.org. I also use Zui for my own bespoke 2D game engine.
I find this tech and tooling really quite amazing (just look at how little source code Zui has) given just how small the ecosystem around it is. I think Kha really illustrates what can be achievable if the lower levels have robust but simple APIs, just exposing the bare minimum as a standard for others to build upon.
For the kind of project I work on (mostly 2d games), I think it would really awesome if your framework also supported low level audio, and a variety of inputs such as keyboard, mice, and gamepads. If it also had decent text rendering support it would basically be my dream library/framework.
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Not only Unity...
Kha (zlib/Haxe) https://github.com/Kode/Kha
- Game Development Post-Unity
- ArmorPaint and ArmorLab: open-source alternative to Adobe Substance
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Single Javascript calculation VS. doing calculation in shader?
So doing the calculation on CPU and including it with other uniforms is the best way to minimise overhead. Have a look at buffers rather than individually binding each variable. See https://github.com/Kode/Kha/issues/1365 for why UBOs are not available in WebGL 2.0.
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Why Kha is discontinued? Seems like an active project on github.
Kha on haxelib was discontinued many years ago - we sadly now felt it was necessary to remove it entirely from haxelib because people kept using it despite the scary warning message it prints on every run. This "lib" now contains only this readme, please see https://github.com/Kode/Kha/wiki/Getting-Started for instructions on how to actually use Kha.
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Heaps: A free, open-source and cross-platform game engine
I ported my https://rpgplayground.com from AS3 to Haxe. It was the most sane technology to replace Flash, because it came with some platform independent benefits (as opposed to coding straight in JavaScript)
Not using Heaps but https://github.com/Kode/Kha.
And I think you are indeed correct in your assumption, since I know plenty of others who made that switch.
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Destroy my project. Why you would not use Notan? I'm looking for constructive criticism.
I'm looking to some other libs that inspired notan, like http://kha.tech " Ultra-portable, high performance, open source multimedia framework. " Or SFML " SFML provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. "
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Flash Sucks –- But everything else sucks more (2011)
At its core the beauty of Flash was the extremely tight interplay between vector graphics in nested timelines, and the the programming environment. Many people compare Flash to Unity, but I really don't find the two all that comparable. You don't create your assets in Unity, and by the time those assets get into Unity you have lost most potential for dynamic behaviour. Flash's tight integration allowed for extremely fast iterations, and its hierarchal model was very flexible and allowed you to work very fast and creatively.
I'm surprised no one has had a good crack at re-creating the core functionality of Flash circa 2004, based on web tech, or something like Kha[1]. I've thought many times about starting such a project. I think the biggest challenges are developing a solid vector rendering runtime alongside the vector drawing tools, but just about everything else that ex-Flashers want can be reduced down to some pretty simple functionality. You could even forego all the cruft of the display list, the event model, etc, and just go with a simpler immediate mode renderer and I think you'd still be retaining those core components that made Flash special.
There are so many use cases (eLearning experience, Digital Signage, Touch Screen Kiosks) that Unity isn't particularly suitable for, and for which HTML/Javascript is just clunky, that such a tool could far better accomodate.
1. https://github.com/Kode/Kha.
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Github's collection of open-source game engines
Not to forget Kha http://kha.tech/ or even Armory3D https://armory3d.org/
What are some alternatives?
heaps - Heaps : Haxe Game Framework
UPBGE-logicnodes - A Node-based Logic system for UPBGE 2.8+
openfl - The Open Flash Library for creative expression on the web, desktop, mobile and consoles.
SKkeeper - Blender Addon to automate the process of applying subdivision surface modifiers to models with multiple shapekeys
flixel - Free, cross-platform 2D game engine powered by Haxe and OpenFL
as3hx - Convert AS3 sources to their Haxe equivalent
blender-differential-growth - Blender Addon: Differential Growth
nannou - A Creative Coding Framework for Rust.
ShaderGen - Proof-of-concept library for generating HLSL, GLSL, and Metal shader code from C#,
raylib - A simple and easy-to-use library to enjoy videogames programming