A high-performance, lightweight C++ game engine for mobile and web platforms, evolved from Irrlicht 3D.
Skylicht Engine is a C++ game engine that evolved from the Irrlicht 3D project, offering upgraded features like sound, physics, and particle engines. It is designed to be a high-performance, lightweight framework that works seamlessly on both web and mobile platforms, available for free to all developers.
Game developers targeting mobile (Android, iOS) and web platforms who need a lightweight, cross-platform engine with modern rendering and physics capabilities.
Developers choose Skylicht Engine for its free, open-source nature, cross-platform support, and focus on mobile optimization, providing a streamlined alternative to heavier engines with integrated tools for asset management and rendering.
Skylicht Engine is C++ Game Engine based on Irrlicht 3D. And my goal is to create a high-performance and lightweight Game Framework that can seamlessly function on both web and mobile platforms. This framework will be available to everyone for free.
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Supports Android, iOS, Windows, Linux, macOS, and HTML5 via Emscripten, with build status badges confirming continuous integration across platforms.
Designed to be super lightweight with tools like texture compression (DDS, ETC2) and shader optimization for Android and iOS, reducing GPU memory usage.
Includes Bullet Physics engine and a GPU-optimized particle system based on SPARK, providing ready-to-use mechanics for gameplay and visual effects.
Offers both forward and deferred render pipelines, along with built-in lightmapping for global illumination, as demonstrated in samples like Sponza and Lightmapping.
Requires multiple tools (CMake, Python, Git LFS) and manual steps for asset bundling, texture compression, and shader building, which can be time-consuming and error-prone.
The engine editor is still in development (roadmap), forcing developers to create and edit scenes primarily through C++ code, hindering rapid prototyping.
As noted in the README, the iOS simulator does not support compressed textures and hardware skinning, requiring physical devices for full testing and development.