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Aqua is a multi-platform game engine for creating 2D or 3D interactive applications, developed in-house at Mundi Interactive. It is written entirely in C++ with LUA extensions built-in from the ground up, and uses a multi-version OpenGL rendering layer in order to support the large majority of platforms. Small (completely customizable) wrapper templates are used for each individual target platform, allowing the other 98% of engine code to be completely shareable between systems.

Write your games entirely in C++, LUA, or any combination of the two. Perfect for AAA console or PC developers to transition onto other platforms such as iOS or Android, while maintaining support for the lower level systems you love!

The interface is broken up into core and auxiliary modules, which can be used individually or all together. Core module are completely independent of one another, whereas auxiliary modules make use of one or more other modules internally. The currently available set is as follows:

  • Audio [Core] --- Used to create and modify runtime sound instances, players, and listeners.
  • Device [Core] --- Allows access to specific device features, such as force feedback, cameras, and sensors.
  • Physics [Core] --- Manages creation and updating of soft-body and hard-body physical objects, plus runtime particle data.
  • Render [Core] --- Directs the rendering states and creation of render specific memory, such as textures, targets, and buffers.
  • Resource [Core] --- Handles synchronous and asynchronous file I/O, with built-in contention management.
  • Script [Core] --- Provides registry and execution access to the scripting language [LUA].
  • Cache [Auxiliary] --- Extends resource I/O behavior with a hierarchical group-based cache and instance instantiation.
  • Font [Auxiliary] --- Extends rendering behavior with TrueType and bitmap font support.
  • Logic [Auxiliary] --- Combines structural data types with common patterns to achieve basic logic behaviors for AI, FX, or visibility.
  • Service [Auxiliary] --- Handles registry and management of internal/external services like achievements and high scores.
  • Simulation [Auxiliary] --- Handles game object instances, animation timelines, and various core module interactions.
  • Xml [Auxiliary] --- Parses XML data and registers custom schema classes.

This module separation allows for great flexibility in the creation of your applications, and allows you to reduce overhead for applications which may not need the full set of functionality. On top of these is a set of core types, structures, and macros which are common amongst all engine code... including an extensive 2D/3D mathematical library, threads, sockets, and more!

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timstro59
timstro59

hello?

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hatenames
hatenames

Hello! This sounds amazing and all, but is this only currently being worked on? As in, it will take at least an year to get it released, or? Thanks for any information and looking forward to hearing more about it

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MundiMattingly Creator
MundiMattingly

Hey hatenames... Sorry for the delayed response. We've been super busy! But yes, this engine is currently under development, along with a game title. We're hoping to have a preview build out by the end of the year, and work toward a 1.0 release around March of 2014. Please check back with us soon! :) And thanks for the interest.

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