6 repository-uri
The process of building 3D environments and scene structures as foundations for games.
Distinct from 3D Scene Environment Configurators: None of the candidates cover the general construction of a game level, only specific configurers or exporters.
Explore 6 awesome GitHub repositories matching game development · Level Construction. Refine with filters or upvote what's useful.
Tiled is a multifunctional visual workspace for designing tile-based game levels, managing assets, and exporting structured world data. It functions as a 2D tile map editor and game level design tool used to create orthogonal, isometric, and hexagonal game environments. The software features a scriptable interface and plugin system for automating map creation tasks. It includes a dedicated tile set manager for importing and editing image-based collections of reusable tiles and animations, as well as a system for saving map layouts and custom properties into JSON or CSV formats. The platform
Provides a visual environment for creating 2D game levels using orthogonal, isometric, and hexagonal grids.
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
Provides tools to build the fundamental 3D environments and scene structures for games and simulations.
Baritone is a pathfinding library and automation bot for Minecraft. It provides a programmatic navigation engine that implements A* pathfinding to calculate and execute movement paths for characters within three-dimensional block-based environments. The system distinguishes itself through a navigation API that allows external clients to embed movement logic and waypoint management. It features a command-based configuration interface for modifying settings via chat and employs memory-mapped environment caching to accelerate the retrieval of long-distance routes. Its capabilities cover a wide
Constructs structures by placing blocks according to a saved layout file starting from a specified origin point.
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
Provides comprehensive examples of building game worlds using a tile-based system.
LDTK is a visual 2D level editor used for designing game worlds, layouts, and entities. It focuses on transforming visual map designs into structured JSON files for integration into game engines, while providing utilities to export level data into the Tiled TMX format for external compatibility. The tool integrates directly with Aseprite, allowing source artwork to be linked to the editor so that visuals update in real time as external image files are saved. It also features automated tile rendering that applies visual skinning rules based on predefined configurations to manage map aesthetics
Provides a visual editor for constructing two-dimensional game environments using grids and tiles.
Cubyz is a voxel game engine designed for building procedurally generated 3D sandbox worlds. It provides a framework for creating infinite landscapes with real-time terrain modification and exploration, supported by a dedicated voxel rendering engine. The project features a procedural terrain generator that utilizes a chunk-based system to allow for massive vertical construction without height or depth limitations. It optimizes performance through a distance-based rendering system that simplifies the geometric complexity of distant landscape elements to maintain wide view distances. The engi
Enables the construction of massive vertical structures without height or depth limitations.