AnKi 3D engine is an open source game engine started in mid 2007. It is written in C++ and OpenGL and it uses quite a few third party open source libraries. Despite the fact that the engine, as well as the libraries, are build to be cross platform, AnKi is currently compilable only under Linux (and probably MacOS).
Deferred shading
Shadow mapping
Normal mapping
SSAO
HDR
Skeletal animation (hardware skinning and soon transform feedback)
Bullet physics
Python scripting
The name
AnKi is named after two Babylonian words, “an” and “ki”. Literally, these two words mean heaven and earth respectively. When these two words get together, according to scholars, they gain a new meaning, its the one of “universe”. “Universe”, as a word, describes the totality, the known and the unknown, the whole and the none. For Babylonians heaven and earth combined form the grand superset, the one that includes all. Anki got its name after the Babylonian vision of universe because it tries to include a world, a virtual one, inside another world, the real one. Its a universe of its own, it includes the mechanisms, the rules and the laws. The success of such a world is the result of the adeptness and the skills of its architects. We set the rules, we build the world, you live it.
FAQ
Q: What is the state of the engine? Is it ready for production?
A: Yes and No. For certain game genres the work to adapt AnKi is fairly easy, for others is not
Q: What is the target hardware?
A: AnKi is build around shader model 4 and soon 5. We don’t have the time nor the hardware to maintain other paths
Q: Is it multicore enabled?
A: No
Q: Why only Linux?
A: We don’t have time to port it to other platforms and move the building system to something more generic (CMake for example)
Q: Why the engine moves with such a slow pace?
A: Cause there is only one developer behind it with a 9hour day job
Q: What is the license of the engine?
A: GLPv3 and commercial. This practically means that you can use it for free as long as you publish your modifications (under GPLv3 as well)
Features
AnKi 3D engine is an open source game engine started in mid 2007. It is written in C++ and OpenGL and it uses quite a few third party open source libraries. Despite the fact that the engine, as well as the libraries, are build to be cross platform, AnKi is currently compilable only under Linux (and probably MacOS).
The name
AnKi is named after two Babylonian words, “an” and “ki”. Literally, these two words mean heaven and earth respectively. When these two words get together, according to scholars, they gain a new meaning, its the one of “universe”. “Universe”, as a word, describes the totality, the known and the unknown, the whole and the none. For Babylonians heaven and earth combined form the grand superset, the one that includes all. Anki got its name after the Babylonian vision of universe because it tries to include a world, a virtual one, inside another world, the real one. Its a universe of its own, it includes the mechanisms, the rules and the laws. The success of such a world is the result of the adeptness and the skills of its architects. We set the rules, we build the world, you live it.
FAQ
Q: What is the state of the engine? Is it ready for production?
A: Yes and No. For certain game genres the work to adapt AnKi is fairly easy, for others is not
Q: What is the target hardware?
A: AnKi is build around shader model 4 and soon 5. We don’t have the time nor the hardware to maintain other paths
Q: Is it multicore enabled?
A: No
Q: Why only Linux?
A: We don’t have time to port it to other platforms and move the building system to something more generic (CMake for example)
Q: Why the engine moves with such a slow pace?
A: Cause there is only one developer behind it with a 9hour day job
Q: What is the license of the engine?
A: GLPv3 and commercial. This practically means that you can use it for free as long as you publish your modifications (under GPLv3 as well)
Q: Do you need help?
A: Yes please