Main features

- Editor based environment
- Light and powerful Engine
(MCore + MEngine), portable, both previous and next generation (Fixed pipeline and Shader based pipeline)
- Per pixel lightning, custom shaders (glsl), normal map, dynamic shadows, animated meshs…
- Blender exporter, native mesh format with animation (materials, textures, shaders, armatures)
- 3d formats import (Collada, obj, md3…) through Assimp
- Multilayered uvMaps (custom multitexture, baked light map, etc)
- Bullet physics, 3D sound, Font system (can load TTF)
- Standard image and sound format (TGA, JPG, PNG, WAV, AIF, OGG…)
- Lua scripting language
- C++ SDK


- Simple and intuitive editor, what you see is what you get
- Plugin system
- Scene and objects edition
- Undo / Redo system
- Play testing (play the game inside the editor)
- Very powerful Behavior System
- Automatic assets updating (for meshs, textures, shaders, sounds, etc)
- Automatic Packaging (using npk) and publishing


- Simple and clear C++ code, portable
- Used as the main SDK
- Virtual contexts and loaders (graphics, sounds, file formats)
- Virtual Renderer System (fixed pipeline, shader based, custom)
- Data managment (Static and Dynamic)
- Virtual Game class System (to focuse on game code or to cutomize the game pipeline)
- Support embedded systems (OpenglES, iOS…)
- and more…

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