An open-source 3D game engine supporting Vulkan and DirectX 12 across Linux, Windows, and Android platforms.
AnKi 3D Engine is an open-source game engine that provides modern rendering capabilities using Vulkan and DirectX 12 graphics APIs. It enables developers to create high-performance 3D applications and games that run across Linux, Windows, and Android platforms. The engine includes essential components like physics simulation and scripting to support complete game development workflows.
Game developers and graphics programmers looking for a modern, cross-platform engine with low-level API access. It's particularly suitable for those targeting multiple operating systems including Android.
Developers choose AnKi for its clean BSD license, minimal dependencies, and support for cutting-edge graphics APIs like Vulkan and DX12. Its streamlined build process and included sample projects lower the barrier to entry for creating performant 3D applications.
AnKi 3D Engine - Vulkan and D3D12, modern renderer, scripting, physics and more
Open-Awesome is built by the community, for the community. Submit a project, suggest an awesome list, or help improve the catalog on GitHub.
Supports Vulkan and DirectX 12 for high-performance rendering, enabling optimized graphics across platforms as highlighted in the key features table.
Runs on Linux, Windows, and Android with consistent quality, and the README provides detailed build instructions for each operating system.
Designed with almost no external dependencies, simplifying the build process and reducing setup complexity, as emphasized in the building section.
Uses a BSD license that allows use in both proprietary and open-source projects, offering flexibility for commercial development, as stated in the license section.
Comes with four built-in samples like Sponza and Physics Playground, providing practical examples for learning and testing, as mentioned in the next steps section.
Building for Android requires first compiling the engine on a host OS and then generating separate gradle projects, adding extra steps and complexity compared to other platforms.
Excludes iOS and macOS, restricting its use for cross-platform projects that need coverage across all major mobile and desktop ecosystems.
Focuses on low-level rendering with minimal built-in tools for asset management or visual editing, which may necessitate more custom development effort.