Advanced “Next Gen” Renderer

GameCore features a powerful, end-user configurable renderer that allows your games to scale from the lowest end hardware to the latest next-gen platforms.

Working on casual games targetted at the largest possible consumer market? GameCore provides OpenGL fixed-function rendering with no shader (or DirectX) requirements whatsoever.

Working on the latest next-gen titles that require the maximum in visual fidelity? GameCore Provides you with the latest in OpenGL and DirectX shader-based rendering, including user-configurable post-processing effects (Depth of Field, Screen Space Ambient Occlusion, True 64 bit HDR / Bloom and much more).

World Editor

True WYSIWYG
GameCore's world editor provides high-level project and world management, including:
- visual world designer
- visual physics editor
- pathfinding editor
- procedural content creation tools
- terrain editor

Single Click Publishing

GameCore's project-based approach to development allows you to keep your game 'ready to ship' throughout development. With a single click, you can deploy your game to any supported GameCore platform, removing any traditional 'porting' issues such as Endian differences or other typical headaches.
Deploying your game couldn't be easier. GameCore packages all of your content into our custom archive format and can even bundle the content directly into the game executable, which means that your entire game can be distributed as a single file. No more dealing with thousands of files, creating complex installers or other nightmares for distribution. Single click, single-file deployment. Getting your game to market couldn't be any easier!

GameCore currently supports publishing to the following platforms:

Windows (XP, Vista, version 7)
Mac OS (version 0.4 or higher)
Web 3D publishing (all GameCore versions)

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I made ​​this demo in order to work on light and test the rendering capabilities of GameCore3D. I used the 3D model of the atrium Sponza available by Crytek last year.
In this demo use :

  • the Sky System with automatic lens-flare.
  • some of the post-processing FX available : ambient occlusion, bloom and levels HDR. Those FX can be activated on the fly by a script.
  • a day/cycle called by a script.

The demo is available (download page) for Windows (DirectX9) and MacOS (OpenGL).

Tutorial

Tutorial

News 0 comments

The first in a series of Game Coding are available online.

Post comment Comments  (0 - 10 of 19)
gekido
gekido

Development stopped way back in 2009. The owner of the tech, Helios has no staff working on any projects. Unfortunate, but that's how it goes sometimes.

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TheSilverKnight
TheSilverKnight

Engine is dead.

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AllTimeHitman
AllTimeHitman

Where Can I Get It...

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Snowmangaming
Snowmangaming

By dead do you mean it isn't updated or one can't download it anymore?

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Guest
Guest

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Djakal
Djakal

The engine is greate. I am using it (Indie Version).

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killerkira94
killerkira94

where and when can i get this it looks amazing!!!

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najeebshah
najeebshah

so do we create models in it or builtin models are alread in , can we import models? in it?

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LutinMalefique Creator
LutinMalefique

like for every engines, you create your models with a modeler(Blender, Silo, 3ds...) and then import them in the engine.

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