A C++ engine and framework for building 2D games across iOS, Android, Windows, Linux, Mac, and web platforms.
Oxygine is a C++ engine and framework for developing 2D games across multiple platforms, including iOS, Android, Windows, Linux, macOS, and web browsers. It solves the problem of creating high-performance, cross-platform games by providing a Flash-like scene graph, efficient resource management, and a flexible component-based architecture without imposing restrictive design patterns.
Game developers and studios focused on building 2D games for mobile, desktop, or web platforms who prefer C++ for performance and need a lightweight, customizable framework.
Developers choose Oxygine for its intuitive scene graph, powerful debugging tools, and memory-efficient design, which allow for rapid prototyping and production-ready game development without the bloat of larger engines.
Oxygine is C++ engine and framework for 2D games on iOS, Android, Windows, Linux and Mac
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Supports Android, iOS, Windows, macOS, and web via Emscripten, enabling seamless deployment across multiple platforms as detailed in the README.
Flash-like hierarchical scene graph with smart pointers for automatic memory management, making it intuitive for developers familiar with Flash workflows and reducing memory leaks.
Includes visual profiler (Tree Inspector) and Textures Inspector for real-time performance and memory analysis, aiding in optimization and error detection as shown in the README screenshots.
XML-based resource descriptions, multi-threaded loading, and dynamic atlas assembly with texture compression, allowing efficient handling and partial unloading of assets like textures.
Building requires consulting separate readme folders for platform-specific instructions, which can be cumbersome and less user-friendly compared to engines with integrated build systems.
Only provides basic UI elements like Button and Sprite, necessitating custom development for complex game interfaces beyond simple examples.
Relies on a Python command-line tool for resource processing, adding an extra dependency and step to the workflow that might complicate automation.