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timi-liuliang avatar

timi-liuliang/echo

0
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983 stars·120 forks·C++·MIT·25 views

Echo

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 that are compiled into efficient machine code at runtime. This approach is complemented by a property-based reactive binding system, which automatically synchronizes values across the scene hierarchy to maintain consistency during execution.

The platform includes a customizable rendering pipeline that supports industry-standard techniques such as physically based rendering and ray tracing. To ensure performance and portability, the engine features a modular compilation system that strips unused functionality during the build process, minimizing the final application footprint. Projects are managed through a unified tree structure that handles entities, components, and prefabs, while a visual timeline interface allows for the sequencing of object properties and logic triggers.

Features

  • Multi-Dimensional Game Creation - Serves as a cross-platform engine for developing both 2D and 3D interactive projects with visual scripting and modular optimization.
  • Visual Scripting Systems - Enables defining game logic and object behaviors through a node-based interface that compiles into efficient machine code.
  • Cross-Platform Game Clients - Provides a unified environment for building and deploying interactive 2D and 3D games across desktop, mobile, and web platforms.
  • Scene Graphs - Organizes game objects and logic into a unified tree structure for scene management.
  • Game Logic Scripting - Provides systems for defining custom interactive behaviors and application logic through scripting.
  • Scene Hierarchy Structuring - Organizes game objects and logic using a unified node-based tree structure.
  • Customizable Render Pass Pipelines - Implements a customizable rendering pipeline supporting physically based rendering and ray tracing across multiple platforms.
  • Scene Management Systems - Organizes game objects and properties into a unified tree structure that simplifies entity and component management.
  • Visual Shader Graphs - Provides a visual node-based interface for constructing custom shader programs.
  • Real-Time 3D Rendering Engines - Supports industry-standard rendering techniques including physically based rendering and ray tracing for high-fidelity visual output.
  • Visual and Shader Tools - Provides a visual editor for constructing complex shader programs without writing raw code.
  • Cross-Platform Build Systems - Automates the compilation and packaging of software for multiple target operating systems.
  • Build Optimization Modules - Reduces final application file size and improves runtime performance by selecting only the necessary engine modules during compilation.
  • Cross-Platform Deployment Targets - Supports compiling and running projects on multiple operating systems and web environments.
  • Reactive Property Bindings - Synchronize values between different nodes automatically so that changes in one property propagate to dependent properties across the entire scene structure.
  • Custom Shader Programming - Provides a data-flow editor for creating complex custom materials and visual effects without writing raw shader code.
  • Visual Pipeline Graphs - Defines custom frame rendering sequences by connecting modular pipeline stages into a configurable data-flow graph.
  • Graphics Rendering APIs - Provides high-performance graphics interfaces for physically based rendering and real-time ray tracing.
  • High Performance Rendering - Implements modern industry standards including physically based rendering and ray tracing.
  • Just-In-Time Compilers - Translates high-level game logic into optimized machine instructions at runtime to improve performance.
  • Property Reactivity - Synchronizes values across the scene hierarchy by automatically propagating changes from source nodes to dependent properties.
  • Modular Compilation Systems - Strips unused engine functionality during the build process to minimize final binary size.
  • Arbitrary Property Animators - Provides utilities for animating any object attribute or property using a visual timeline interface.
  • Animation Sequencing - Allows sequencing of object properties and logic triggers over time using a visual timeline interface.

Star history

Star history chart for timi-liuliang/echoStar history chart for timi-liuliang/echo

How this analysis was created: This summary and feature list are AI-generated from collected project material and can contain mistakes. Stars, license and language are imported from GitHub. Inclusion does not mean that we have tested or audited this project. Check the source documentation for any feature you depend on. Learn more on our About page.

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Frequently asked questions

What does timi-liuliang/echo do?

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.

What are the main features of timi-liuliang/echo?

The main features of timi-liuliang/echo are: Multi-Dimensional Game Creation, Visual Scripting Systems, Cross-Platform Game Clients, Scene Graphs, Game Logic Scripting, Scene Hierarchy Structuring, Customizable Render Pass Pipelines, Scene Management Systems.

Which projects share features with timi-liuliang/echo?

Projects with overlapping indexed features include: godotengine/godot-demo-projects — This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the… o3de/o3de — This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic… thisisgame/cpp-game-engine-book — This project is a comprehensive educational resource for building a high-performance game engine from the ground up… nasa/fprime — F Prime is a component-based framework designed for the development and deployment of embedded and spaceflight… pmndrs/racing-game — This project is a browser-based game engine and implementation of a racing game built using a declarative component… gameplay3d/gameplay — Gameplay is a high-performance C++ game engine and cross-platform framework designed for developing 2D and 3D…

Projects sharing features with Echo

These projects share indexed features with Echo. Shared tags can include platform or build tooling; verify the primary use case before treating a result as a replacement.
  • godotengine/godot-demo-projectsgodotengine avatar

    godotengine/godot-demo-projects

    8,250View on GitHub↗

    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

    GDScript
    View on GitHub↗8,250
  • o3de/o3deo3de avatar

    o3de/o3de

    8,954View on GitHub↗

    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

    C++3d-graphics3d-graphics-engineanimation
    View on GitHub↗8,954
  • thisisgame/cpp-game-engine-bookThisisGame avatar

    ThisisGame/cpp-game-engine-book

    3,570View on GitHub↗

    This project is a comprehensive educational resource for building a high-performance game engine from the ground up using C++. It serves as a technical guide for developers seeking to understand the low-level architecture of engine systems, providing a structured approach to implementing core components like rendering pipelines, entity-component-system patterns, and multi-threaded task scheduling. The resource distinguishes itself by focusing on the practical implementation of complex engine subsystems, including graphics API abstraction layers for cross-platform compatibility and data-driven

    C++3d-engineblender-pythonbook
    View on GitHub↗3,570
  • nasa/fprimenasa avatar

    nasa/fprime

    10,766View on GitHub↗

    F Prime is a component-based framework designed for the development and deployment of embedded and spaceflight software. It provides a modular architecture that decouples software logic from communication interfaces, allowing developers to define system structures through a domain-specific modeling language. This model-based approach enables automated code generation, ensuring consistency across complex system topologies while maintaining strict interface contracts between software modules. The framework distinguishes itself through its integrated build system and ground data operations suite

    C++componentscppembedded
    View on GitHub↗10,766
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Curated searches featuring Echo

Hand-picked collections where Echo appears.
  • an open source engine for game development