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

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).



5 years ago News 0 comments

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

Post comment Comments  (10 - 19 of 19)
najeebshah Aug 1 2010 says:

i am the leader of the new group upsetkillers i wanted to know that if is there a coder around here who could use this engine and is a dbz fan , me adn my team intend to make a dragon ball game and we need a simple and compatible engine for it, so if anyone is up for it please dont hassitate to join in te upsetkillers developers group , clik this link and send me your application

+2 votes     reply to comment
LutinMalefique Creator
LutinMalefique Aug 1 2010 replied:

If you want to learn how to use this engine (faster than by yourself), you can participate to this official online course : I do it and it's usefull.

+2 votes   reply to comment
LutinMalefique Creator
LutinMalefique Aug 1 2010 replied:

i can't participate to your project (too busy with mine)but good luck.

+2 votes   reply to comment
flobblob Jul 28 2010 says:

I wonder if I could do an open-style game where the player is put in a city and does almost whatever he likes like in crackdown.

+2 votes     reply to comment
LutinMalefique Creator
LutinMalefique Jul 29 2010 replied:

the answer is yes, the engine can manage large open world.

+2 votes   reply to comment
asvigny Jul 28 2010 says:

looks kick

+2 votes     reply to comment
bioswat Jul 28 2010 says:

I want it!Will it be indie version?If yes when??

+2 votes     reply to comment
LutinMalefique Creator
LutinMalefique Jul 29 2010 replied:

indie version is available and fully free since few weeks

+2 votes   reply to comment
roadking Jul 28 2010 says:

looks nice, except the racing

+2 votes     reply to comment
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Released 2009
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