30 open-source projects similar to cocos-creator/engine, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best Engine alternative.
Cocos Engine is a cross-platform game engine designed for building high-performance 2D and 3D interactive experiences for web, mobile, and desktop platforms. It features a multi-backend rendering engine and a 2D and 3D physics simulator, utilizing a core architecture that combines a C++ runtime for performance with TypeScript for game logic scripting. The engine distinguishes itself through a multi-platform deployment system that packages projects for native operating systems and instant-play web ecosystems. Its graphics system supports multiple APIs, employing physically based rendering and
Oasis Engine is a web-based game engine and component-based game framework designed for creating real-time interactive 2D and 3D applications for web and mobile platforms. It functions as a real-time 3D renderer and a physics simulation engine capable of producing interactive visual environments. The framework includes a visual scene editor that allows artists and developers to build, layout, and export project scenes through a graphical interface. This system supports visual scene composition and converts these layouts into structured data for runtime reconstruction. The engine's capabiliti
This is a web-based 3D game engine designed for creating high-performance interactive experiences on web and mobile platforms. It functions as a real-time graphics renderer and physics engine, utilizing a component-based scene graph to organize entities and their properties for three-dimensional rendering. The engine includes a visual scene editor that allows for the design of environments through a graphical interface, which then exports these assets as executable code. Its broader capabilities cover real-time graphics rendering for 2D and 3D elements, physical world simulation for object c
Urho3D is a cross-platform 3D game engine written in C++. It uses a component-based scene graph to compose game objects from nodes and attached components, separating transforms from behaviors for modular design. The engine integrates AngelScript and Lua scripting for game logic, uses the Bullet library for physics simulation, and renders scenes with OpenGL or Direct3D through forward, deferred, or light pre-pass pipelines with customizable render passes and shadow mapping. The engine distinguishes itself with a built-in visual scene and UI editor for composing 3D worlds and interface layouts
This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex
jMonkeyEngine is a Java-based 3D game engine and cross-platform graphics framework. It provides the core tools necessary for developing three-dimensional games and interactive simulations, focusing on real-time rendering and the management of spatial environments. The engine includes a dedicated 3D physics simulation toolkit for handling rigid body dynamics and collision detection. It also features a game asset pipeline for importing and managing 3D models, textures, and audio files during runtime. The framework covers broad capability areas including 3D scene rendering, physics-based simula
This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati
Spritejs is a graphics library and cross-platform 2D graphics engine designed for rendering geometric shapes and sprites across web, desktop, and mobile environments. It functions as a canvas-based sprite framework that manages elements using a document object model for positioning and styling. The project provides a web worker rendering engine that distributes graphic layers to offscreen canvases, preventing main thread blocking. It also includes a server-side graphics generator for producing visual elements and images in non-browser environments. The toolkit covers a broad range of graphic
bgfx is a cross-platform, graphics rendering abstraction layer designed for high-performance applications. It provides a unified interface that maps high-level rendering commands to native graphics APIs, allowing developers to maintain a single codebase that executes consistently across diverse operating systems and hardware architectures. The library distinguishes itself through a multi-threaded command submission model that decouples rendering logic from the main application thread, effectively minimizing CPU bottlenecks. It utilizes a backend-agnostic command buffer and a deferred resource
Ogre is a high-level 3D rendering engine designed for creating games, simulations, and visualizations without requiring low-level graphics API code. It functions as a framework for real-time 3D graphics processing, providing a physically based renderer to simulate lifelike surfaces and lighting. The engine includes specialized systems for skeletal animation to control character movement and a terrain generation system for producing large textured landscapes. These features are supported by automatic levels of detail and distance-based mesh management to maintain performance. The project cove
egret-core is a cross-platform game engine and mobile application framework used to develop 2D and 3D software for Android, iOS, and Windows. It serves as a multi-platform graphics engine and input handler designed to maintain consistent visual output and interaction behavior across different hardware. The project provides a game physics and animation suite that integrates external libraries for skeletal animations, particle systems, and complex physics simulations. It utilizes a hardware-abstraction layer to standardize touch, keyboard, and mouse interactions across multiple operating system
tModLoader is a modding framework and toolset designed for expanding game content and extending core game logic. It provides a polymorphic content API that allows for the creation of new items, NPCs, projectiles, and world assets through object-oriented inheritance. The project is distinguished by its advanced code modification capabilities, utilizing intermediate language bytecode patching and reflection-based private access to alter internal game behavior. It features a hot-reloading assembly runtime that enables developers to recompile and apply source code changes in real-time without res
Macroquad is a Rust game engine and 2D graphics library designed for developing cross-platform games and graphical applications. It functions as a rendering engine that enables the deployment of a single codebase to desktop, mobile, and web targets. The engine utilizes an immediate mode rendering model, which allows for the creation of user interfaces and game worlds that render in a single pass within the main application loop. This approach is paired with hardware-accelerated 2D rendering and automatic draw call batching to optimize the display of geometry across different hardware devices.
Turbulenz Engine is a cross-platform game engine and HTML5 framework designed for rendering graphics and simulating physics across desktop, mobile, and web environments. It functions as a WebGL graphics engine and a web-based physics engine, providing the necessary tools to build 2D and 3D games that run within browsers. The project includes a real-time multiplayer framework that synchronizes game states and player interactions between multiple users via server-side communication. This allows for the coordination of both real-time and asynchronous turn-based actions to maintain a consistent s
Redot Engine is a multi-platform 2D and 3D game engine that provides a unified editor interface for creating and publishing games across desktop, mobile, web, and console platforms. At its core, the engine uses a scene tree node architecture where game objects are organized hierarchically, with each node inheriting transforms and properties from its parent, and a scriptable node system that allows attaching GDScript, C#, or VisualScript code directly to nodes for custom behavior without recompiling. The engine distinguishes itself through an editor-embedded runtime that runs the game inside t
Godot is a multi-platform game engine and a suite of tools used to develop 2D and 3D interactive games and applications across multiple operating systems. It provides specialized development environments for both two-dimensional and three-dimensional design, including tools for sprite animation, tilemaps, lighting, meshes, and physics simulations. The engine includes a cross-platform export tool that packages projects for deployment to desktop, mobile, web, and console hardware targets from a single codebase. The system covers broad capabilities for interactive experience design and game dev
Ebiten is a cross-platform 2D game engine and framework for the Go programming language. It provides a hardware-accelerated 2D renderer and a multi-input handling library to develop two-dimensional games with a single codebase. The engine is designed for broad deployment, allowing applications to be compiled and run across desktops, mobile devices, web browsers, and gaming consoles. It distinguishes itself by integrating custom shader programming for specialized visual effects and providing haptic feedback control for mobile devices and gamepads. The framework covers core game development ca
Hazel is a C++ game development framework and 3D graphics rendering engine designed for building high-performance interactive software. It provides a foundational architecture that enables the construction of desktop applications through native hardware acceleration. The project includes a dedicated game engine editor that allows for the design and testing of interactive 3D and 2D scenes within a unified environment. This editor utilizes an immediate mode interface to maintain synchronization with the engine state, while a hardware-agnostic abstraction layer handles rendering commands across
Piston is a modular game engine and framework written in Rust for building two and three-dimensional graphical applications. It functions as a cross-platform windowing library and a system for managing input events and window loops across different operating systems. The project provides specialized rendering systems, including a voxel rendering engine for volumetric pixels and a skeletal animation system for deforming meshes via hierarchical bone structures. It also features an immediate mode user interface toolkit for creating responsive on-screen elements and a behavior tree AI framework t
Dusklight is a suite of specialized toolkits designed for legacy game porting and engine reimplementation. It provides a framework for recreating legacy game environments through reverse engineering to ensure behavioral accuracy and stability on modern hardware. The project features a cross-platform graphics renderer that uses modern graphics APIs to display 2D and 3D content across different operating systems. It includes an application configuration toolkit that allows for the modification of software appearance and behavior through custom theming and experience customization. The system i
Orillusion is a WebGPU 3D rendering engine designed for high-fidelity scenes and visual effects in the browser. It functions as a GPU compute framework for parallel mathematical operations and a physically-based rendering graphics pipeline for realistic materials and surfaces. The system also includes a web-based 3D animation toolkit for driving skeletal animations and interpolating vertex positions. The engine is distinguished by its use of an entity component system for scene logic and a macro-based shader generation system that creates multiple shader variants. It optimizes performance thr
This project is a multi-purpose web platform serving as a canvas 2D game engine, a frontend engineering blog, and a markdown static site generator. It functions as a web graphics showcase and a technical knowledge base for sharing architectural decisions and performance optimizations. The platform implements a high-performance graphics framework using low-level drawing APIs, integrating skeletal animation and web physics for collision detection and realistic motion of two-dimensional objects. It simultaneously operates as a system for converting markdown source files into pre-rendered HTML pa
DiligentEngine is a cross-platform graphics abstraction layer and physically-based rendering engine. It provides a unified interface for executing 3D graphics commands across multiple low-level rendering backends from a single codebase, including a dedicated system for importing 3D assets via the GLTF 2.0 format. The engine features an HLSL shader cross-compiler that allows a single set of shaders to run across different graphics APIs and operating systems. It supports advanced rendering capabilities such as ray-tracing, mesh shaders, variable rate shading, and bindless resources. The framew
Echo is a cross-platform game engine designed for the development of two-dimensional and three-dimensional interactive projects. It provides a unified environment that integrates scene management, visual scripting, and graphics rendering into a single workflow, allowing developers to build and deploy applications across desktop, mobile, and web platforms. The engine distinguishes itself through a node-based architecture that governs both scene organization and game logic. By utilizing a visual scripting tool and a data-flow shader graph, users can define complex behaviors and custom materials
WebGLStudio.js is a browser-based IDE and graphics editor for creating 3D scenes, textures, and animations using WebGL. It functions as a spatial design environment where users can arrange 3D meshes and assets directly within the browser to build interactive visual experiences. The project features a visual shader graph editor that allows for the development of custom rendering effects and post-processing shaders through a node-based interface. It also includes a virtual file system for organizing 3D models, audio, and textures, and uses URL-state serialization to share entire project configu
LibGDX is a Java-based framework designed for cross-platform game development, enabling the creation and deployment of 2D and 3D games across desktop, mobile, and web environments from a single codebase. It functions as a comprehensive library that abstracts hardware-accelerated graphics, audio, input, and file system access, providing a unified interface for developers to manage game logic and application lifecycles. The framework distinguishes itself through a high-performance architecture that prioritizes efficiency and native interoperability. It utilizes a batch-oriented graphics pipelin
Kaiju is a general purpose 2D and 3D game engine built with the Go programming language and the Vulkan graphics API. It serves as a cross-platform game framework for deploying interactive applications to Windows, Linux, Mac, and Android. The engine includes an integrated game editor for composing scenes, managing assets, and designing shaders within a visual workspace. It provides a dedicated shader designer workspace that supports real-time hot-reloading, allowing visual changes to be seen instantly without restarting the application. The framework covers a broad range of production systems
melonJS is a lightweight HTML5 game engine for building 2D games in the browser using JavaScript. It provides a complete framework for sprite animation, tilemap loading, physics simulation, input handling, and audio playback, with a unified rendering system that automatically switches between WebGL and Canvas2D backends without code changes. The engine distinguishes itself through several integrated capabilities. It features a per-sprite shader pipeline for custom fragment shader effects, a SAT-based collision engine with swappable physics adapters (including built-in SAT, Matter.js, and Plan
Murder is an entity component system game engine designed for 2D game development. It provides a core framework for managing game objects through an ECS architecture and includes a dedicated 2D game editor for asset management and real-time property configuration. The engine features a specialized 2D rendering pipeline supporting pixel art, sprite slicing, and parallax effects. It includes a hierarchical A* pathfinding system for agent navigation and a comprehensive asset management system for serializing and loading game resources. The project covers a broad range of capabilities, including
DXVK is a graphics compatibility layer that enables Windows-based applications to run on non-Windows operating systems by translating legacy Direct3D instructions into the modern Vulkan API. It functions as a translation library that maps high-level rendering commands to low-level hardware-accelerated primitives, allowing for high-fidelity graphics output across different hardware environments. The project distinguishes itself through a suite of performance optimization strategies designed to maintain frame consistency and reduce latency. By utilizing background shader compilation and multith