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ejoy avatar

ejoy/ant

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3,917 stars·408 forks·Lua·MIT·3 vues

Ant

Ant est un framework de moteur de jeu modulaire conçu pour construire des expériences 3D interactives. Il fournit une infrastructure d'exécution centrale qui prend en charge l'intégration de packages fonctionnels indépendants et réutilisables pour étendre les capacités du moteur.

Le moteur dispose d'un pipeline d'actifs spécialisé ahead-of-time qui transforme les modèles 3D bruts, les textures et les shaders en formats binaires optimisés. En utilisant des mises en page pré-calculées mappées en mémoire, le système minimise la surcharge de traitement à l'exécution et améliore les vitesses de chargement des actifs de jeu.

Le développement est pris en charge par un éditeur de monde scriptable qui permet l'assemblage de scènes et la configuration d'objets via une interface visuelle. Cet espace de travail est conçu pour être extensible, permettant une configuration personnalisée d'outils et d'interfaces via une couche de script. Le framework inclut également des outils de débogage intégrés pour inspecter la logique de l'application pendant l'exécution.

Features

  • 3D Game Engines - Provides a modular framework for building interactive 3D game experiences.
  • 3D World Building - Builds interactive 3D experiences using a modular framework that combines low-level code and scripting languages.
  • Engine Runtime Infrastructures - Provides the base runtime environment and low-level systems required to execute games built with the modular toolset.
  • Game Engines & Frameworks - Provides a software suite for building interactive 3D experiences with a modular package system.
  • Game Development Engines - Builds interactive software using a core engine infrastructure and a modular package system to manage complex project dependencies.
  • Modular Game Architectures - Organizes engine functionality into independent, reusable units that are dynamically integrated into the core runtime.
  • Modular Package Systems - Enables engine functionality to be organized into independent units that are plugged into the core infrastructure during the build process.
  • Runtime Asset Optimization - Converts raw shaders, textures, and 3D models into efficient formats to improve runtime performance and reduce memory usage.
  • Editor Launches - Launches a dedicated interface to assemble scenes and configure objects through a scriptable environment.
  • Asset Transformation Engines - Uses a specialized toolchain to process raw source files into engine-ready assets before game distribution.
  • Asset Compilers - Transforms source code and assets into runnable files and development tools using a dedicated build system.
  • AOT Asset Processors - Converts art files into engine-ready binary formats before execution to reduce processing overhead during game playback.
  • Scriptable Editors - Exposes internal development tools and scene composition logic through a scripting layer for custom workspace configuration.
  • Visual Scene Editors - Provides a graphical development environment to manage project assets and scene settings through an intuitive interface.
  • 3D Scene Editors - Provides a scriptable 3D workspace for assembling scenes and configuring game objects.
  • Ahead-of-Time Processing - Transforms raw 3D models, textures, and shaders into optimized binary formats during the build phase to minimize runtime overhead.
  • Game World Editors - Provides a dedicated visual workspace for assembling levels and configuring game objects.
  • Asset Pipelines - Converts raw 3D models, textures, and shaders into optimized binary formats for faster loading.
  • Graphics Asset Optimization Pipelines - Transforms raw 3D models, textures, and shaders into optimized binary formats to improve runtime performance.
  • Scene Composition - Enables scene assembly and object configuration within a visual workspace to define level layouts.
  • Engine-Ready Asset Processing - Processes raw art files into engine-ready formats using specialized build tools to ensure full compatibility and improve loading speeds.
  • Lua Script Debuggings - Provides a remote debugger for stepping through and inspecting Lua script logic during game execution.
  • Modular Software Design - Organizes engine functionality into independent, reusable packages integrated during the build process.
  • Scriptable Interfaces - Provides a scriptable interface for scene assembly and object configuration to enable rapid iteration.
  • Binary Asset Compilation - Transforms textures and shaders into optimized binary formats for fast runtime loading and minimal memory footprint.

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Questions fréquentes

Que fait ejoy/ant ?

Ant est un framework de moteur de jeu modulaire conçu pour construire des expériences 3D interactives. Il fournit une infrastructure d'exécution centrale qui prend en charge l'intégration de packages fonctionnels indépendants et réutilisables pour étendre les capacités du moteur.

Quelles sont les fonctionnalités principales de ejoy/ant ?

Les fonctionnalités principales de ejoy/ant sont : 3D Game Engines, 3D World Building, Engine Runtime Infrastructures, Game Engines & Frameworks, Game Development Engines, Modular Game Architectures, Modular Package Systems, Runtime Asset Optimization.

Quelles sont les alternatives open-source à ejoy/ant ?

Les alternatives open-source à ejoy/ant incluent : jynew/jynew — jynew is a 3D RPG game engine and development framework designed for building three-dimensional role playing games. It… godotengine/godot-demo-projects — This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the… urho3d/urho3d — Urho3D is a cross-platform 3D game engine written in C++. It uses a component-based scene graph to compose game… fyroxengine/fyrox — Fyrox is a Rust-based game engine for building both 2D and 3D games, designed as a native engine with no runtime… gameplay3d/gameplay — Gameplay is a high-performance C++ game engine and cross-platform framework designed for developing 2D and 3D… o3de/o3de — This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic…