Atomic Game Engine
A clarification, since at least one reader misunderstood that Luma was responsible for Atomic: The company behind Atomic is ThunderBeast LLC, based in the states: http://atomicgameengine.com/about/
Luma simply uses the engine for product development, and we're a regular contributor, financially and with code submissions.
So I thought I'd post about this engine here for anyone that's interested. We started working with it a few months ago for an upcoming project. It's early days yet, but the lead behind it has solid experience and the whole thing has some great governing philosophies about openness and access.
Atomic is basically glued together out of a collection of other open source projects, with the big star there being Urho3D. A couple of key points:
*It offers a component based design similar to Unity's
*Builds can be deployed to just about any modern platform, including WebGL
*While it uses a Javascript or C# scripting layer, the C++ core is full open source and can be debugged. There is no support for debugging JS just yet. C# support is underway as well, using Microsoft's recently released CoreCLR, not Mono like Unity. C# uses either CoreCLR or Xamarin, depending on the platform, and can be debugged using visual studio.
*The developers are really engaged with the community, with the lead constantly on the project's Gitter, and regularly releasing dev updates (latest one is here: http://atomicgameengine.com/blog/development-digest-4/ )
Check out the site, you can download a snapshot of the engine or just grab the repo yourself and build it from source:
http://atomicgameengine.com
Luma simply uses the engine for product development, and we're a regular contributor, financially and with code submissions.
So I thought I'd post about this engine here for anyone that's interested. We started working with it a few months ago for an upcoming project. It's early days yet, but the lead behind it has solid experience and the whole thing has some great governing philosophies about openness and access.
Atomic is basically glued together out of a collection of other open source projects, with the big star there being Urho3D. A couple of key points:
*It offers a component based design similar to Unity's
*Builds can be deployed to just about any modern platform, including WebGL
*While it uses a Javascript or C# scripting layer, the C++ core is full open source and can be debugged. There is no support for debugging JS just yet. C# support is underway as well, using Microsoft's recently released CoreCLR, not Mono like Unity. C# uses either CoreCLR or Xamarin, depending on the platform, and can be debugged using visual studio.
*The developers are really engaged with the community, with the lead constantly on the project's Gitter, and regularly releasing dev updates (latest one is here: http://atomicgameengine.com/blog/development-digest-4/ )
Check out the site, you can download a snapshot of the engine or just grab the repo yourself and build it from source:
http://atomicgameengine.com
Comments
http://atomicgameengine.com/blog/announcement-1/
As of right now, what would be the benefits of this over Unreal and Unity?
I also don't really understand how they have pricing when it is OSS. Does that mean I can just pull the repo myself and build the full version? Or is there a licensing restriction against doing that for commercial use?
Side note: They work directly on master - pretty unusual for a big project.
Don't get me wrong, opensource definitely has a place in every toolset (e.g. we use Jenkins, Tortoise SVN, THREE.js, Laravel, sonyATF, HAP codec etc etc etc).
But I think in the case of proprietary engines like unity, I think many concerns you have raised are a little bit moot. The odds of unity / unreal going bust during a single game dev life cycle is basically 0.
Also regarding game ownership, if you are making a for-profit game, then someone else is going to own a big chunk of it no matter what you do, whether you like it or not (i.e. a publisher - unless you manage to self fund, which has also been proven possible). I would say in that instance its better to own a small slice of a big pie, than a whole lemon.
I haven't done the calculations but I would hazard a guess that if i had to switch to an engine like Atomic, the cost to run it (in hours lost over a 5 man team) trying to debug weird engine issues, would out way the cost of buying unity licenses pretty quickly. Also on that note, when working on a bigger game, one can interface with the Unity Business Development team, who can ninja any engine bugs you run into at the last minute (at a huge cost of course, but its definitely good to know you have that backup if you need it)
That all being said,, i do however agree there is a space for opensource engines, especially if you are engaging in a non-for-profit opensource game, which would be an extremely noble endeavor - and something I would love to see more of.
so I think open source engines are great for a guy like me who likes to control. The only disadvantage is that you don't have to be a lazy programmer. And I could not run a merchant account on google which has the large userbase in south africa, so they expect me not to profit for my work, because my games are mostly targeted at south africans, expecially those who have never palyed games in their lives. But this has nothing to do with cocos2d-x
https://github.com/flibitijibibo/FNA
Thanks for the reply. Very interesting to get your insight and I appreciate you taking the time to write it up, made me think some more about a different point of view to the one I'm pretty entrenched in ;)
http://docs.atomicgameengine.com/WebPlayer/Roboman3D/
http://atomicgameengine.com/blog/development-digest-5/
So is there appetite for a game jam/forum competition with the engine?
Perhaps some of the devs familiar with it on support?
Before that, I'd be keen to see one of them at least do an intro talk on the engine.
http://forum.atomicgameengine.com/index.php?p=/discussion/comment/807/#Comment_807 It would be, I'd like to talk one of our juniors (that have all contributed directly to the engine, as well as actually using it) into doing that talk ;)
Would it be possible to suggest to the devs to include 64bit position support with a 64bit depth buffer? Having that opens up a huge market that is basically inaccessible right now.
Ive only recently started contributing but I really like Atomic. I am currently working on making the engine even easier to get started with for noobs. I also want to do a tutorial series like Unity has so watch this space.
I also feel pretty strongly about exposing the devs on my team to as much of our code as possible, to keep "bus factor" to a minimum. So I doubt I'd ever want any single person as the "atomic guy (or girl)".
To be clear Luma doesn't own Atomic or anything. We use it for development, and we're a regular contributor, financially and with code submissions.
The company behind Atomic is ThunderBeast LLC, based in the states: http://atomicgameengine.com/about/
http://atomicgameengine.com/blog/leveling-up-and-build-3/
http://atomicgameengine.com/blog/going-mobile-with-googlevr/
https://discourse.atomicgameengine.com/t/atomic-profiling/329