Gameplay 3D is a Cross-platform game engine used to develop 2D and 3D games. Written in C++, this is used to develop games for Windows, Android, Linux, Blackberry, iOS and MacOSX.
The game engine supports Visual Studio, Xcode, CMake, Qt Creator and Android NDK platforms to develop and build the platform.
Gameplay3D is an open source engine licensed under Apache 2.0. It is used by small development teams or independent companies or individuals to develop desktop or mobile games.
Game Engine Features
- Full Featured Rendering System.
- Built In Shadder Library For Shadder Based Material System.
- Animation with LOD (Level Of Detail).
- UI (User Interface) Control System.
- Easy To Used Text Rendering, Tileset and Sprite.
- Use of 2D/3D Themeable UI.
- Heightmap For Landscapes.
- Skeletal Character Animation.
- WAW and OGG Supported 3D Audio System.
- Mouse, Keypad, Touch, Gesture and Gamepad Support.
- Messaging, AI Agent, State Machine.
- Full Vector Math Library.
- Lua Script Building.
Games Developed Using Gameplay3D
Useful Resources
- Official Homepage: http://gameplay3d.org/
- Game Code: https://github.com/gameplay3d/gameplay
- Community Forums: http://gameplay3d.org/forums/
- Download here: https://github.com/gameplay3d/GamePlay
Here's our list of top five game programming books you should read.
Game Engine Black Book: DOOM: v1.1
The book Game Engine Black Book: DOOM: v1.1 is just a masterpiece from Fabien Sanglard as it describes not only the details of how the code works, but also some interesting history and trivia. The description of hardware capabilities, audio/video interfaces, and design decisions behind them is quite interesting.
If you're not a programmer the book is still interesting - it explains lots of neat tricks, plenty of photos, quotes, and backstory about how the game was developed.
Game Programming Patterns
With over 85% 5-start reviews on Amazon, readers agree that Robert Nystrom's Game Programming Patterns is a must have for any software developer. It has a crystal clear look at how to be the benevolent architect of a very complicated software/game without getting lost.
The author presents the architecture of a game in an easy to understand matter not from an academic perspective but from experience. The book contains code examples written in C++, well organised and written so cleanly that it feels like pseudo-code.
Beginning C++ Through Game Programming
With Beginning C++ Through Game Programming, Michael Dawson builds your knowledge from the ground up. This book not only is easy to understand and teaches well, but it is focused on the very subject to learn C++ for game programming.
When it comes to game programming, C++ is the name of the game.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
This is highly recommend book for anyone who likes history of videos games, or just likes good stories. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made captures the complexity of game development that anyone can pick up and enjoy.
If you have even a passing interest in gaming be sure to pick this one up. (reader's comment)
Foundations of Game Engine Development - Volumes 1, 2
The volume 1 of the book discusses the mathematics needed by engineers who work on games or other virtual simulations. The volume 2 explores the vast subject of real-time rendering in modern game engines.
The book is packed with great C++ code snippets and examples. You have tried-and-true methods that can be incorporated into any game engine and source code is not specific to any API or framework.