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  1. I'm not sure whether this is exactly what you need, but I've been developing a game engine for a few years that doesn't sound all too different. You'll find some information in the GameDev thread > over here <. It should have all the rendering requirements that you're looking for, RigidBody physics and collision detection is fully implemented and it's all focused on a visual WYSIWYG editor, accompanied by your own game logic in the form of a C# plugin. There is no native multiplatform support though, but it's open source and based on OpenGL / OpenAL, so there's at least nothing fundamentally speaking against it.. but again, it's not there out of the box.   Some impressions from the other thread:   #1 shows a game project that is being developed using the engine, #2 shows a physics techdemo and #3 shows the editor environment.   Of course, this is a very biased post, since I'm the developer of the suggested game engine. I'm sorry for invading your thread, but it sounded like kind of a match to me, so.. I just thought, I'd mention it and that's it I haven't used Construct2, GameMaker and the like, but they have a large community, so there must be something to them. Can't be all too wrong to go with them.
  2. Hey guys,   as some of you might know I'm working on this game engine called Duality, and this thread aims to be a mixture of occasional devblog and discussion platform for anything related to it. There's been a lot of progress in the past months, and I'm slowly beginning to think that this project can be of actual use to others, so... let's find out!   What is Duality? It's a 2D game engine that comes with a visual editor. Both engine and editor are Open Source (MIT license). It's all based on C# and OpenTK. The frameworks architecture incorporates a plugin system with hotswap support. It is highly extensible, even without touching the original source code. Work on this project began somewhere around November 2011. It's still in active development.   Why does it exist? My initial goal was to stop writing a new engine for every game I made, and instead create one framework that can serve as a basis for all of my future projects, regardless of genre or gameplay elements. This would allow me to spend less time on engine coding and more time on making games. Ironically, where I ended up at first is doing even more engine coding for quite a while - but by now, Duality has grown to be pretty usable, and I've developed a lot of projects just using it.   Duality exists, because I've always wanted a C# framework like this, but there was none that "had it all": Focused on 2D games, fast iteration times and visual editing, but at the same time free, Open Source and designed to be vastly extensible. While there are a lot of products on the engine market that do a really great job, most of them are still closed systems: Something that you might buy in a shop and use regularly, but wouldn't bother modifying, because it is generally a bad idea or downright impossible. On the other hand, Duality is kind of a construction kit.   Also, I have always been a fan of modding, i.e. being able to take an existing game as a player, and add my own stuff. One of the core ideas behind Duality is, that you, the developer, will use it to build your game and extend it wherever necessary. It's visual editor can serve as level editor, content database, sandbox and testing environment. When releasing your game - just leave the editor in there. It doesn't cost you anything, but your players get to use the same editing system you had: Duality, tailored exactly to fit your game.   What can it do? Content and Resource Management Serialization, Importing and Updating Content, Custom Resource format using Binary or XML data, Friendly to Version Control systems, Robust in case of errors and old data Scene Graph and Object Management Component based GameObjects, Parent-child relations and transformation, Shared extensible Component interfaces, Scene queries Audio Playing and configuring sound effects and music, Streaming, Randomized sounds, 3D audio Rendering Camera based, Multiple Renderpasses, Postprocessing, Automated Batching and Z Sorting, Fake perspective using parallax scaling and scrolling Physics Based on a custom OpenTK version of Farseer Physics, Collision Detection, Rigidbody Physics, Visual Shape Editing User Input Keyboard, Mouse, Joysticks, Gamepads, Open to Custom Input methods Visual Editor What-You-See-Is-What-You-Get, Resource Hotswap, Plugin Hotswap, User Advice based on XML code comments, Extensive Dragdrop support, Multiple Views, Docking based on WeifenLuo library A lot of other fancy stuff Profiling, Logging, Text Formatting, Animation, Prefabs, Cloning, etc.   Where can I find more information? You can get a quick overview on the framework on the > main info page <, or one of several > other info pages <. There is a lot of Q&A going on in the > community forums <. Take a look at the > project Wiki < on GitHub. Listen to BatCat Games talking about why they use Duality in > this .Net Rocks! podcast <, starting roughly at 13:00. Read the article on how to get started > here on GameDev <. Watch some old videoblog entries about Duality in my > YouTube channel <.   What now? Well, I guess that's up to you. Maybe take a closer look on Duality? Use it for your upcoming project? Or even contribute to the project yourself? Whatever it is, feedback is always welcome and I'm looking forward to versatile discussions and constructive criticism. Let me know what you think!
  3. Engine and editor? That's just me so far.   There has been a varying number of contributors during actual game development, though - you know, a lot of the content, so it's not just programmer art and sound.
  4. I've been working on this particular engine and editor for about three years now - but I'm still on it. As always, there's a lot of things that could be just that tiny little bit cooler. :)
  5. From the album Stuff

    A screenshot of an old [url="https://github.com/AdamsLair/duality/wiki/Downloads"]Asteroids techdemo[/url] for Duality.
  6. From the album Stuff

    Playing around with a Tetris prototype that features not only physics, but also sarcastic comments on the players progress.
  7. From the album Stuff

    A short infographic about a 2D terrain rendering shader I've been working on.
  8. From the album Stuff

    A short infographic about a 2D terrain rendering shader I've been working on.
  9. From the album Stuff

    Prototyping a 2D lighting system for a space game similar to [url="http://www.fetzenet.de/blog/?p=23"]Nullpunkt / Point Zero[/url].
  10. From the album Stuff

    An editor screenshot of an old [url="https://github.com/AdamsLair/duality/wiki/Downloads"]Asteroids techdemo[/url] for Duality.
  11. From the album Stuff

    An editor screenshot of a [url="http://www.fetzenet.de/blog/?p=1331"]2D terrain rendering shader[/url] I've been working on.