The ÔÇô Engine (pronounced OH-so Engine) is a brand-new game engine under development here at Arqadium Corporation, under the leadership of software engineer Alexander Nicholi. As an observer of the video game industry, we have noticed several shortcomings in existing solutions offered to the public for game development, and are taking a shot at building a product that is a cut above the competition through a nice, sensible user experience and a measurably superior performance edge from a modern, scratch-built approach to engineering.
The name ÔÇô came about from a happy accident that our team decided to roll with very early on in the engines development thank Microsoft Windows and its complicated Unicode support for corrupting an En dash into the accented letters ÔÇô. We have tried to reproduce this error many times, and have failed ever since then! But as a brand, its enough with the right amount of love and care, it will become an odd yet unmistakable household name in the game industry.
We choose to do things a bit differently than other engine development teams with ÔÇô, and here well go over what some of the most important differences are.
Since 2015, the Vulkan API has had plenty of room to stabilise and gain platform support. Indeed it has, and with that in mind we have decided to use Vulkan 1.0 with ÔÇô, not only for 2D and 3D rendering, but also for other tasks like physics emulation that stands to benefit greatly from running in parallel. Vulkan provides for this better than anything else, so it was an obvious choice for an engine like ÔÇô. For mobile platforms where Vulkan may not be available, ÔÇô will fall back to an OpenGL ES 2 renderer. ÔÇô will check for that though, so users with capable phones will get the best their device is capable of.
In the heyday of 2D games, with consoles like the Super Nintendo and the Game Boy Advance, there were built-in tools for graphics manipulation often called Object Attribute Memory, or OAM for short. With ÔÇô, we have expanded that concept to provide powerful, extensible tools for 2D graphics manipulation. OAMs enable you to do millisecond-precise animations frame-by-frame, piece together big superblocks out of smaller blocks and sprites to create your overworld, and control all of them along with a built-in, skinnable UI by scripting. Its truly the perfect toolset for 2D game design.
If you think OAMs are powerful, youll love the tools were making likewise for 3D. ÔÇô makes a premium offering for rendering 3D game graphics with Yellows, and provides a GPU-parallelised physics engine called Sapphire. There are some more optional modules as well, such as Lapis for network state management, and other products in the works that were sure everyone will love.
Beneath scripting, the core of ÔÇô is made from a healthy blend of three general-purpose programming languages, each providing different levels of complexity and ease of use to developers. Weve put them together in a way that allows us to take advantage of each languages strengths while minimising their weaknesses at the same time take a look:
You can browse the ÔÇô Engines GitHub repository by clicking here. If you want to see our other works, check out our companys GitHub through the button at the bottom of the page. Thanks for stopping by!