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Encelo

nCine is a new 2D multi-platfom game engine

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Posted (edited)

The nCine source code and related projects have been released on GitHub under the MIT license at https://github.com/ncine just some days ago.

Website: https://ncine.github.io
Twitter: https://twitter.com/nCine2D
Dev Updates: https://encelo.github.io/tags/#nCine

nCine is a multi-platform 2D game engine written in C++11 that runs on Linux, Windows, macOS and Android. The work started eight years ago, in June 2011, and has continued since.

It is not intended, of course, as a replacement for big engines like Unity and Unreal but more like a lightweight alternative to LibGDX and Cocos2d-x or to frameworks like LÖVE, SFML and LWJGL.

It features a fast sprite blitter with automatic batching (that can also render particles, animated sprites or mesh based ones), music streaming and sound effects, Lua scripting, integration with ImGui, RenderDoc and Tracy, high-performance custom made templated containers, bitmap font rendering with kerning, joystick support with gamepad mappings, multi level logger and more.
You can have a look at the gallery or read more about its features on the website.

Dependency libraries for PC and Android can be easily compiled from sources with a set of custom CMake scripts.
Some of them are libogg, libvorbis and OpenAL-soft for sound, SDL2 and GLFW for window and input, libpng and WebP for images (but many GPU compressed formats are supported too) plus OpenGL 3.3 and OpenGL ES 3.0 for rendering.

The development takes place mainly on Qt Creator and ArchLinux with the help of a whole set of additional open source tools like CMake, cppcheck, Valgrind, Doxygen, GraphViz, clang-format, Google Test, gcovr and Google Benchmark.
Additional developing tools are RenderDoc, apitrace and Tracy.

On GitHub you will find the engine, a Pong example project, a particle editor, the CMake scripts for compiling the dependencies, the data sets, the Jekyll website and the continuous integration artifacts.

Edited by Encelo

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Does the engine support iOS? (Not saying it should or shouldn't - just curious.) Also, from what you've posted so far it looks like the engine uses OpenGL exclusively. Have you given any consideration to OpenGL's being deprecated on Apple platforms? (Again, just curious - I imagine OpenGL will continue to be supported on those platforms at least for a while.)

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