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A New Cross Platform 2D 3D Game Engine

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Echo

Introduction

Echo is a new game engine, which used more industry-standard of nowadays for game development. The new design concept makes the engine simplicity to use. but more powerful.

Examples
Documentation

Download

Description Files Previous
Editor [Win64] echo-setup-2020.03.22.exe old version
Editor [Mac OS X 10.7 or later] echo.dmg
Examples echo-examples-master.zip

Build

[Editor]

How to Compile "Echo Engine" From Source Code

[App]

Features

Easy Concept

Scene manager is easy, No Entiy, No GameObject, No Component, No Prefab. Only Node and NodeTree.

Highly Efficient Workflow

Multi-Platform Support

iOS Android Html5 Windows Mac Linux Steam

New Industry Standard Support

gLtf2.0, Vulkan, Metal, Pbr, Real time ray tracing.

2D And 3D Seamless Transition  

Every node can be 2d or 3d. The core difference is the camera and the unit the node use. So you can just switch a node to 2d or 3d easily.

Easy To Program

Mostly, you'll use Lua as your main programming language. and also you can use c++ directly. the design of node tree makes the Lua logic code more easy to write. and the embedded Lua editor and embedded document help you write code just in the echo editor.
Except for Lua, You can also choose use embedded Scratch as the main development language. Which is a type of visual script inspired by MIT. In the echo, Scratch is based on Lua, when running the app, It'll convert to Lua, Make sure it's good both at code merge and running efficiency.
If you really like other types of script language, you can tell us, or you can support it by modifying the c++ code directly.

Data Flow Programming Based ShaderEditor

Programming visualization is a very import concept for non-programmers, with the help of DataFlowProgramming framework nodeeditor, shader programming becomes easier to understand and not so evil anymore.

Render Pipeline Visualization (Developing)

Inspired by CI|CD pipeline, we decided make a render pipeline editor, then not only programmer but everyone can config engine render process.

  1. Forward Rendering ?
  2. Deferred Shading ?
  3. Forward+ (Tiled Forward Rendering)?
    Try config it by your needs.

Configurable Module

Most of the engine's Functionality was implemented by configurable modules. that means when you release your app, you can just choose the module you really need. which makes your app have smaller size and more efficiency running speed.

Animate Everything

With Timeline, You can animate everything. You can not only animate any Object's(Node, Setting, Res) any property. But also you can call any Object's any function.

Channel References

You can compute the value of one property based on the value of another property, possibly on a different node. This lets you duplicate values, or make values relative to other values, and have Echo automatically update them whenever they change.

Open Source

Echo is licensed under MIT license. You can just do what you want as your wish.

Examples

Example Screenshot Description
Build-House build house A little build house game, used for test sprite node
Spine build house Spine 2d animation
Live2D build house live2d animation
Pbr build house gltf and light prob test
Force Field force field Force Field Effect; Shader Graph + Procedural Sphere

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A New Cross Platform 2D 3D Game Engine

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  • C++ 73.5%
  • C 12.4%
  • Objective-C 6.1%
  • JavaScript 3.9%
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