Live Nu Game Engine Support on Discord
So... just what is the Nu Game Engine?
"The Nu Game Engine is the world's first practical functional 2D and 3D cross-platform game engine. Built in F#, it offers an immediate-mode API based on ImGui called ImSim as well as a model-driven API called MMCC (Model-Message-Command-Content). Nu offers a path to a future where game developers are liberated from the snowballing complexity of overly-imperative game programming approaches. Nu's implementation has matured enough to prove both the efficacy and viability of declarative programming in games. Nu currently utilizes SDL2, OpenGL, Aether 2D Physics, and Jolt 3D Physics."
"...everything that I can think of that makes games programming so awful seems to have a solution in your engine!" - @Sigmoid
This repository hosts several projects, including -
- Breakout tutorial using the ImSim API, 'Breakout ImSim'.
- Breakout tutorial using the MMCC API, 'Breakout MMCC'.
- the 3D third-person game sample, 'Terra Firma'.
- the 2D puzzle game tutorial, 'Twenty 48'.
- the WIP prototype game sample for 'Project 5 (Tentative Title)' - Demo Here!
- the WIP prototype game sample for 'Project Race (Tentative Title)' - Demo Here!
- the commercial game demo for 'Omni Blade' - Full game available here!
Look here to get started with your own project in Nu -
Introductory Material - start here first!
API Documentation - a basic API reference.
Our new soft-shadow, volumetric fog systems, depth of field rendering!
Real-time WYSIWYG editing with hot asset and live code reloading, and the ability to undo and redo gameplay.
Photo-realistic yet user-friendly deferred, physically-based rendering.
Rendering made efficient with instancing-by-default.
Coherent dynamic lighting model with static global illumination.
Efficient and detailed screen space reflection.
Our new subsurface scattering functionality for skin and foliage.
New screen-space refraction for water, ice, and crystal-like material.
The subtle, eery glow of our new physically-based bloom.
New tone-mapping + exposure controls for artistic presentation!
New chromatic aberration rendering.
First class support for unified 2D game development in our fully realized 20-hour indie RPG, OmniBlade.
Wandering the lake in Omni Blade.
Directly editing the entire game state in the new editor.
Spine 2D skeletal animation available now!
A racing game we're prototyping with Nu and Jolt Physics.
Algebraic terrain rendering thanks to contributions from @deanjl.
Recursive Prefab-like functionality via Entity Structure Propagation.
Nu is available under a dual-licensing model.
The license under which this repository operates is the Nu Game Engine Noncommercial License, which allows you to make and distribute sofware with Nu Game Engine under the conditions that said software is distributed without charge and does not compete with Nu Game Engine itself. The license is found here.
To make and distribute commercial software with Nu Game Engine, we provide the Nu Game Engine Commercial License from [email protected]. By paying a fee of $99 USD, we allow the distribution of commercial software made with the Nu Game Engine for 1 year under the conditions that it does not compete with Nu Game Engine. By obtaining this license, we also grant 10 free hours of first-priority development support per licensing term within 12 business hours via discord or [email protected].
For more information about this dual-licensing model, see here!
@arsmilitaris at https://arsmilitaris.com
And a huge thank you to all of you who donate privately to keep this project going!
Sponsor here - https://github.com/sponsors/bryanedds
