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Gajatix Software is proud to present our latest technology, Caffeinated3D (C3D)! This is a brand new game programming language which captures the true essence of simplicity with power. Much like the BlitzBasic languages, C3D lends itself to a very easy structure so that developers with little or no experience can jump straight in and be able to create complex programs with the same power as c++ without all the headaches. Backed up by the Vulkan API for advanced rendering, C3D can create beautiful real time graphics that rivals modern game engines!

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What is
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One of the first of its kind in the modern era of software development. Caffeinated3D allows you to code your games using an easy to use language that has the raw power of C++ without needing to know all the technical stuff that would take years to learn. Backed-Up by the Vulkan & OpenGL API's the ability to create real-time beautiful graphics is so simple, it requires only 1 line of code. We've been developing our Physically Based Rendering system for a long time and when we tested it, not only were the results awesome, but extremely fast as well, even faster than other popular modern engines.

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But we didn't stop there, being able to develop games with no limits on genre, features and beauty is one thing, but being able to do it quickly is another. Caffeinated3D has lots of different methods to speed this up with optional convenience functions, such as the EnterMainLoop. It will set up the main loop of your project for you, along with multi-threading, updating frame buffers, delta time, the list goes on. And it's all done with 1 line of code. But most impressive of all is the Realtime Collaboration System. This doesn't mean a fancy version of GitHub for your source code, this means your team of developers can all connect to one project at the same time, edit the code together, design the environments together, craft your interface together, do anything and everything in the engine together. In realtime.


So now you have High Performance, Dazzling Rendering & Unlimited Power. But something no other engine seems to provide solutions for is distribution. One of the biggest problems Indie Developers have is encrypting their project so that when they release their game no one can steal any of their work. Well Caffeinated3D has you covered there as well. Although there are several executable virtualisation software's available, the good ones cost a lot of money & are rarely cross-platform. With this technology, when building a release version of your game you have the option to encrypt every file using a cipher of your choice making the encryption unbreakable by anyone without it.

Caffeinated3D takes into account every step of the development cycle giving you a headache free experience building complicated systems so that you can make your dreams, a reality. But such a thing needs to be tested first hand by you to understand what it is capable of. It is for that reason why Free Licensing is available for those who want to see exactly what they are getting themselves into before making an commitments.


Caffeinated3D has various licensing options available each suited towards a different purpose and affordable to any studio both large and small.


Community & Resources!

Caffeinated3D has a live community forum where developers can discuss and show off their work as well as act as an excellent source of information and direct contact with the developers. The engine comes with full documentation explaining how everything works however we also have the Wiki which contains even more information where the community can expand based on their own experiences!

Join us on Steam to be closer and more up-to-date with everything and everyone 'C3D', steam players: Steamcommunity.com


Release Dates

Caffeinated3D has a long way to come before it will be finished but its closer than you may think. We have already begun Alpha testing to eliminate as many bugs as possible and the results have been impressive in both performance and overall quality!

We are hoping to release the Public Beta for the engine mid 2017 however no date has been set yet.

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C3DNew up rezed   Copy

With the integration of the visual editor, we’ve started bringing it to life starting with the interface editor! You can now easily manipulate your game interface with a WYSIWYG editor which generates all the code for you, saving a lot of time better spent elsewhere in your projects. The timing of this is also perfect since we have just completed the 2D mechanics of Caffeinated3D!

ANNOUNCEMENT - Stage 2 Alpha

With the success of the first Stage 1 Alpha we were able to fix a lot of problems with the engine which would have driven users nuts. Now that all of the major issues that were found have been fixed it's time to prepare for stage 2, which will start on 10th January 2017 at Midnight! If you want to take part in this second alpha, all you need to do is register an account on the forums before January 1st!

ANNOUNCEMENT - Caffeinated3D Wiki

20With the next round of testing starting very soon it was time for the Wiki to go live! It will act as the mobile version of the engine documentation, filled with examples, explanations, tutorials and general knowledge about game development that will let you create your games with ease!


We’ve had a lot of questions regarding licensing for Caffeinated3D and we’ve finally come to a decision in terms of license types and cost!


These costs will be starting as off the first Public Beta around March 2017.

NEW FEATURE - Physically Based Rendering

This is something that people have been craving for from the start and it’s finally a reality. While there is still plenty of improvements to make we think we’re off to a good start, but we’ll let you be the judge of that.

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NEW FEATURE - Interface Programming


Aside from all the fancy Rendering we’ve also been working on the start of Caffeinated3D’s interface system. We’ve created several new functions to build your interface with, and while the list is still quite small, we have lots of plans to expand it as time goes by. For now it supports all the basics that will allow you to get started, and for the more impatient, allow you to build your own custom widgets by merging together existing Widgets!

NEW TOOL - Interface Designer

Interface is a core part of any game, it needs to be fluid, easily accessed and look good! With the completion of the Interface Functions, it was time to introduce a fully functional Interface Editor, to save you time and help those who aren’t so good at programming understand how the Interface Functions work. This tool generates about 90% of your interface code for you and allows you to see exactly what it will look like in the visual editor without needing to re-build your project every time you make a slight adjustment. This is a convenience tool and is completely optional to use. Since it generates Caffeinated3D code you are perfectly able to build your interface entirely yourself in the code editor.


The interface designer is still a work in progress and while it is very close to completion, we want to introduce it to the engine along with the world editor. Aside from this, the interface functions themselves need some work as they have to be perfect. For these reasons, it will not be included in the Stage 2 Alpha. However all working interface functions will be, along with full documentation on how they work!

UPDATED - Asset Repository


Previously we announced the introduction of the Asset Repository as a means to add your assets a lot more efficiently. Now that has become a reality as we have integrated it into the engine. The Asset Repository is essentially your Asset Manager for your entire project. You can Import/De-import, Manage, Connect everything in your Project. It is also the tool required to set up Real-time Collaboration in-engine however this feature won’t be introduced until later in the future (but we’ve already made good progress with it :D)

UPDATED - Rendering Performance Enhancements

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(The above graph is results from a basic scene without much content to show to general improvements to the rendering speeds)


MSAA was running off the window. This was very inefficient, and so we've switched to an FBO based method. This allows for a blit to the backbuffer, which resolves the MSAA. In other words, the blit will blend the texel samples, and this blended color is what is written into the corresponding pixel on the backbuffer.

We then took it a step further to use 4 frame buffers each in control of a quarter of the screen working independently but in sync to do the same thing as before but now it’s essentially using ‘multi-threading’ in your GPU resulting in much faster calculations.

Face Culling

This is probably the least exciting performance patch to the renderer. Simply put it stops rendering polygons on a model facing in the opposite direction. This cuts the amount of triangles to draw by half and while polygon count is not exactly a problem anymore these days, it’s good to still reduce them as much as possible!

Re-Draw Updates

An error was made when constructing the renderer looping system where we decided that it would be a terrific idea to update the client per frame. This was a really stupid move. To explain: if you are running at 90fps that means you are running the main loop of your game 90 times a second, which is fine if your fps didn’t change because if that then increases to 120fps you are now running your loop 120 times a second, which means stuff like a camera will start moving faster as it's being updated faster as well as unnecessary. So to fix this, the main loop now runs on a constant timer that updates every 30ms so now the main loop updates 34 times a second. This is completely unnoticeable to the user however the fps increased as a result.


This is something that every game needs so that it can perform at its highest potential. The Multi-Threading system is automatically integrated into every game made with Caffeinated3D using the provided MainLoop functions. Meaning you don’t have to set up Multithreading at all! For those unclear about what Multi-Threading is, it is the process of assigning tasks to your cpu cores individually. This means that several tasks can be done at the same time, the perfect example of this would be a loading screen, one core would display an overlay image with a progress bar, while the others use their power to load the scene behind it.

UPDATED - Client Output

Last patch notes we revamped the compiler output so that you could see and reach the cause of errors in your code much more easily. This turned out to prove incredibly useful for the testers and as a result they also requested a similar system in place for the Client Output. So that's exactly what we’ve done. It is not able to notify your of errors but most importantly Warnings, which can help identify memory leak issues or redundant code.


New Functions

(See full Function List: Docs.google.com )

  • Interface
    • ApplyStyleSheet
    • CreateWidget
    • CreateGroupBox
      • SetText
      • GetText
    • CreateButton
      • SetText
      • GetText
    • CreateCheckBox
      • SetText
      • GetText
      • SetChecked
      • IsChecked
    • CreateLabel
      • SetText
      • GetText
    • CreateProgressBar
      • SetText
      • GetText
      • SetValue
      • GetValue
    • CreateTable
      • InsertRow
      • InsertColumn
      • DeleteRow
      • DeleteColumn
    • ShowWidget
    • HideWidget
    • ReleaseWidget

Fixed Functions

  • LoadTexture
  • SetMaterialShader
  • AddTexture
  • MouseDown
  • MouseHit
  • EnterMainLoop
  • SetUpdateFunction
  • LoadAtlas
  • SetAtlas

Removed Functions

  • SetFinalUpdateFunction (Redundant)
  • LoadImage (Redundant)
  • ReleaseImage (Redundant)
  • CreateImage (Redundant)
  • ScaleImage (Redundant)
  • LoadAnimImage (Redundant)
  • ImageWidth (Redundant)
  • ImageHeight (Redundant)
  • SaveImage (Redundant)
  • ResizeImage (Redundant)
  • RotateImage (Redundant)
  • SaveFrame (Redundant)
  • AttachWidget (replaced by Set/Get Parent WidgetFunctions)

Bug Fixes

  • Fixed bug where the engine would automatically reload files when you didn’t want it to. This feature was introduced so that if you have made changes to your files external to the engine, the files inside the engine would automatically update. However this lead to a clunky system that started to cause a lot of problems. So we’ve simply removed it and added a new Refresh button!


  • Fixed Bug where saving a file would add a blank line to the end. This wouldn’t cause any problems in your project but was fairly irritating so it’s thankfully been fixed.
  • Fixed Interface Update Bugs, on the rare occasion the interface would refuse to update correctly. This was a strange bug that only occurred on Windows but has now been fixed.
  • Fixed bug where a blank line was being added after each output from the compiler
  • Fixed bug where some of the outputs from the compiler we’re being blocked and was simply returning a corrupt file error, when it wasn’t the case.


  • Fixed bug where Atlas Mapper tool was unable to load .dds image files.
  • Fixed Bug where window tracking in the Engine was counting the number of windows twice instead of once.

What’s Next?

3D & Rendering is far from completion but has come a long way in quite a small space of time. We will be continuing to work on this system constantly as there is always room for improvement. Last patch notes we also spoke about moving onto Audio sadly we haven’t been able to start that yet but it is getting very close to the top of the task list.


Encryption is our next priority. The main issue finished projects have is finding a method to encrypt their projects and while there are a few softwares available, the free ones are insecure and the secure ones are very costly. We’ve already started developing a system for when you are making a Release version of your game to include an optional 512-bit encryption system. The way it works is converts all your art files to c3dm, c3dt, c3ds & c3dms files which no other program can read. Not even the engine itself. Unless you have the Cypher that you choose when encrypting your project, these files become unreadable for any software in the world!

Caffeinated 3D v0.9.0 Patch notes! ~ Alpha Stage 1, Performance Boosts, Vulkan!

Caffeinated 3D v0.9.0 Patch notes! ~ Alpha Stage 1, Performance Boosts, Vulkan!


We’ve made a lot of progress last month and it was time for a performance patch! We’ve dedicated ourselves to make Caffeinated3D more stable, perform...

Caffeinated 3D v0.8.0 Patch notes! ~ Visual Editor, Project Architecture & Collaborative Editing!

Caffeinated 3D v0.8.0 Patch notes! ~ Visual Editor, Project Architecture & Collaborative Editing!


After careful deliberation and thought, we’ve decided to merge our two flagship projects into one. CAPI has been discontinued but not forgotten as we...

Caffeinated 3D v0.7.0 Patch notes! ~ New Tools, New Functions, New Features

Caffeinated 3D v0.7.0 Patch notes! ~ New Tools, New Functions, New Features


With the core of C3D now in place we started tending to the 2D visuals in particular this past month. As well as migrating our 3D system to our new and...

Comments  (0 - 10 of 11)

Got a bunch of questions about Caffeinated 3d. I just want to make sure that it is the right engine for me.

1. Are there any plans for a visual scripting system?
2. Does Caffeinated 3d have an entity component system built in?
3. Do you have any plans for nested prefabs?
4. What are your plans for open world / large scene support?
5. Are there any plans for a node based shader editor or Material editor?
6. What are your plans for Global Illumination?
7. Do you plan on having a plugin system similar to Unreal Engine?

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Cysis145 Creator

1) We are unsure at this stage but we may explore later down the line.
2) Most Definitely, the entire engine uses Object Based systems.
3) Yep but we named it after the C++ variation as a Parenting System
4) Already Done
5) This is something planned for the future but as it stands it currently doesn't have one yet.
6) We already have a realtime global illumination system in place that needs some work but is running very smoothly already :D
7) Yup, this can be achieved via custom dlls created using the c# interpreter or the c++ sdk

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New video is uploaded for some smartblending! Pretty water P:

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Can you please tell where I can download the installer for the engine? I can't seem to find them anywhere on the site.

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I think it is currently like... in closed alpha testing

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Looks really good, but you should think a bit more about the pricing. This is still in alpha and you are asking for 650$ for a full package. There are much better alternatives on the market than this, for free. Unreal, Unity, Cryengine, Lumberyard and the upcoming Source 2.
I don't want to dissapoint you, because I'm looking forward to try this and I would be happy build a test scenery in your engine.
Oh, and if I can have one suggestion, you should really think about a multiplayer map editor, it would make it pretty unique because it's still a rare feature to be able to edit a map/level with other ppl at the same time. Building a level is really time consuming, especially if you are working alone.

I wish you the bests!

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Cysis145 Creator

The licensing does not come into play until the full release date. People kept asking about costs so we just released the prices early. The alpha is free.

And the Environment designer will be just that. We've already started working on it and it will be ready for the Beta in Summer 2017 along with the Collaboration tools so you can work along side other developers in realtime both in the visual and code editors

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Very cool, where/when can we download demo's?

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Cysis145 Creator

If you are referring to the scenes we made, then you can't download them yet. The scenes contain some purchased Assets to save us time but it means we need to encrypt the files so that you can run the game and see how it performs. Since Encryption is next on the to-do list we're going to get that working then release the demo scenes for you to download :)

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Looking really good. I'm watching this with eager eyes for this looks like it's going to be the thing I've been waiting for: the friendliness of Blitz3d with advanced features of BlitzMax and Unity such as cross platform.

Hope you can keep up the good work. What definitely is needed also is inbuilt physics and multiplayer stuff as in Unity.
If all that's included then you have a definite winner on your hands!

Good luck guys, hope you can pull it off. Keeping my fingers crossed!

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Cysis145 Creator

That is exactly what we were aiming for! ^_^ Glad to hear your excitement, we certainly are! In-Built Physics are already 50% done, we've got the basics like collisions working just Wind and cloth simulation to go. As for networking we have made small progress but it is currently not a priority, but we will definitely have a very extensive collection of networking commands in the future!

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