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Atomic Game Engine - Open Source under permissive MIT!


Atomic Game Engine
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Update:

Good news everyone! 

The Atomic Game Engine is now Open Source under the permissive MIT license!  

We made a blog post with the announcement: http://atomicgameengine.com/blog/announcement-2/

The Atomic Game Engine features Windows and Mac Editors, 2D & 3D rendering and physics, Tiled and Spriter support, JavaScript/TypeScript/C# scripting, full Editor and Player source code hosted on GitHub, and deploys natively to Windows, OSX, Android, iOS, and HTML5.

Atomic Game Engine 2016 Feature Reel
 

 

Atomic Editor

RoboBeach.png

Build Settings
AndroidBuildSettings.png

Atomic on Mobile
Atomic_Roboman_Touch.gif

Atomic Examples
DevSnapshot2116.png

3D WebView Scene Example
AtomicDriveIn.gif

Google Maps in the UIWebView Multi-tab browser example
GoogleMapsWebView.gif

New code editor with syntax coloring and autocomplete for JavaScript and TypeScript
AtomicTS.png

 

Cheers!

Josh

Technical Director, Co-founder

www.AtomicGameEngine.com

 
 

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Hi Rich,

 

Thanks :)

 

We're currently in Early Access so the usual caveats apply, you can check out some examples here:

 

2D Retro Space Game:

 

Atomic Web Player - Space Game Example

 

3D Physics, realtime lighting, skeletal animation:

 

Atomic Web Player - Roboman3D Example

 

The project Javascript can be viewed on GitHub:

 

https://github.com/AtomicGameEngine/AtomicExamples

 

We're using asm.js and have some work to do, the example isn't optimized for size or anything right now.  On the asm.js side of all this, Firefox is definitely the best browser, eager for Chrome especially to catch up. Also, we will be beefing up the interaction with the web player and the page with the HTML5 platform.  

 

You can also see a really quick 1 minute video on the WebGL deployment here:

 

 

- Josh

Technical Director, Co-founder

www.AtomicGameEngine.com

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Much smaller, especially if you're only doing 2D, as this player build has all the 3D stuff, including Bullet physics :)  

 

It should also be possible to compress it and the js will cache, so possible to have a standard player download, and only provide game specific assets (including game specific Javascript).  Say, if you wanted to host multiple games.

 

- Josh

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I wonder what Google are actually doing about asm.js support. Unity have bet heavily on it obviously with Unity 5, but performance outside Firefox isn't great and no-one really uses Firefox any more*, so it's a bit of a deal breaker in some respects.

 

(* based on ours and our clients visitor stats, not personal bias)

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There's a fair amount of tech banking on fast javascript in the browser, strictly speaking asm.js just makes it faster.  I am going with, there will be something that facilitates Javascript being the "assembly of the web".

 

On the Bullet physics, I just did an export of Roboman3D: Atomic Web Player - Roboman3D Example

 

The Javascript for this example is also on GitHub: https://github.com/AtomicGameEngine/AtomicExamples/tree/master/RoboMan3D/Resources/Components

 

- Josh

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Yeah, 13.3MB of JS for the player - that's pretty significant. How small do you think you can optimize that down to? Nice game demo, BTW. :)

 

Is it because the player has to include cross-compiled Java Runtime as well?

 

Interesting approach for deploying web apps... I can still remember IBM introduced Java to combat Microsoft monopoly not long ago while mozilla's javascript was quickly gaining popularity.   And nowadays google is the king of web technologies.

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Hello,

 

The current player hasn't been optimized for size and includes the full stack, including 3D rendering and physics, for 2D games these can be left out and this will dramatically shrink the size.  Also, it can be compressed and will cache, we really haven't looked into getting the size down at all yet.  Though, as this is an important metric we'll need to get good numbers on this soon.

 

Atomic runs an embedded Javascript VM, which is quite small and written in C: http://duktape.org

 

One area which needs improvement, is interaction with the VM and the JS in the browser, this way you'll be able to hook JS api's really easily and in a kind of funny twist, optimize time critical functions using the browser's JS... who saw something like this coming 10 years ago? :)

 

- Josh

http://www.AtomicGameEngine.com

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Tried the editor, it looked liked Unity, especially the build setting dialog.

 

I'm used to Unity's workflow, but disappointed with the build size and the mobile HTML5 performance of Unity WebGL exports. So another mobile-friendly challenger would be great.

 

But after trying the Atomic Editor, I find out there are things to do before it can be put to game projects:

  1. Can't find the scene editor anywhere
  2. Creation not implemented in hierarchy panel
  3. Tile map editor is the stand-alone Tiled, I don't know how to make it work with Atomic
  4. Images get opened with default programs, instead of getting previewed inside the editor.
  5. XML sources not hightlighted

This is the early access version, so these would change in the future, I'm still very interesting in this game engine.

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Hello, 

 

Thanks for the feedback.  Atomic is most definitely in Early Access, there is a lot of work to do.

 

1)  Atomic is code (Javascript and/or C++) driven.  There is a 3D scene editor, you can access in the ToonTown example by opening ToonTown.scene.  We're evaluating a 2D mode for the scene editor as well, though Tiled is quite powerful (and integrated).

 

2)  The hierarchy panel is currently used in the 3D scene editor, node creation will be implemented in a future build.  

 

3)  Atomic can load TMX files that are edited in the integrated Tiled editor, the PhysicsPlatformer was created this way and an example TMX level and loader scripts are included.

 

4)  Image preview would be good, however for actually editing images the default program is used.

 

5)  This would be nice.

 

- Josh

WEBSITE: http://www.AtomicGameEngine.com

TWITTER: https://twitter.com/AtomicGEngine

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Hi, I don't have an ETA yet, though Linux support will be happening and there is even a GitHub ticket for it now :)

 

https://github.com/AtomicGameEngine/AtomicGameEngine/issues/22

 

- Josh

 

WEBSITE: http://www.AtomicGameEngine.com

CHAT: https://gitter.im/AtomicGameEngine/AtomicGameEngine

TWITTER: https://twitter.com/AtomicGEngine

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Hello, 

 

I've been working on getting the HTML5 player down and optimizing it for 2D, now down to 1.6 megs (compressed) which loads in 1.4 seconds and on a cached version, 166 bytes in 125ms 

 

:D

 

There are still some improvements to make before it is ready to put up, but wanted to share progress.

 

WebPlayer2D.jpg

- Josh

 

WEBSITE: http://www.AtomicGameEngine.com

CHAT: https://gitter.im/At...tomicGameEngine

TWITTER: https://twitter.com/AtomicGEngine

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  • 1 month later...

i've downloaded this app to try it but the free licensee which sent to me was invalid, i tried with two different email addresses but both activation codes were invalid. i also sent email about my issue some days ago but got no respond back.

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  • 1 month later...
  • 1 month later...
  • 6 months later...

Hello!  

We've been hard at work on Atomic and have released a new Dev Snapshot!

It is available from our site: http://atomicgameengine.com/forum/#/discussion/110/atomic-editor-development-snapshots/p1

Update Notes:

+ High performance Chromium WebView with 2D, 3D, and UI support (https://bitbucket.org/chromiumembedded/cef)
+ New integrated JavaScript/TypeScript code editor based on Ace (https://ace.c9.io)
+ New Water Shader, Multi-tab Web Browser, Atomic Drive-in, and Web Texture examples
+ Updated ToonTown example with dynamic physics, improved lighting, and object placement
+ Added scripting support for raycasting in 3D
+ Added UI Debugger to the Developer tools menu for debugging UI layout, batching, and event tracking
+ Support for mixing realtime shadows with lightmaps, currently D3D9/11 only (thanks @mattbenic)
+ Added Asset Database scan/force import to Developer Debug menu
+ Added TSLint to the build process (thanks @shaddockh)
+ Support for EngineConfig in Atomic Player (thanks @mattbenic)
+ Fixed issue with 0 size files in deployment (thanks @mattbenic)
+ Fixed issue with UIView and UITabContainer resizing
+ Fix for TMXLayer2D SharedPtr issue (thanks @rsredsq)
+ Build in parallel with multiple jobs when using xcodebuild
+ Mac and Windows Atomic Editor binaries are now code signed

DevSnapshot2116.png

3D WebView Scene Example
AtomicDriveIn.gif

Water Shader Example
WaterExample.gif

Google Maps in the UIWebView Multi-tab browser example
GoogleMapsWebView.gif

Star Wars!
WebViewDevSnapshot.gif

Simple WebTexture Example

WebView3D.gif

New code editor with syntax coloring and autocomplete for JavaScript and TypeScript
AtomicTS.png

A look at the Atomic Editor under the UI Debugger
UIDebugger.png

Cheers!
- Josh

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