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Game-Crafters-Guild / OpenEngine

git clone https://github.com/Game-Crafters-Guild/OpenEngine.git

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Star history (as recorded here)

2026-10-20 · 223 ★ 2026-10-23 · 269 ★
LanguageC++
LicenseMIT
Created2026-09-02 (1mo ago)
Last pushtoday
Watchers5
OwnerOrganization

Links

README excerpt
Open Engine 
A modern, high-performance, open-source game engine built for the community, by the community, with the goals of bringing power, scale, ease of use and true ownership to game developers.
It also builds for the web: the same engine runs in the browser on WebGPU, shipped as the `@game-crafters-guild/openengine-web` package with live examples. Its Web API is designed to bring the capabilities and performance of the engine into an HTML canvas anywhere.
**Platforms:** Windows x64 and ARM64 (primary), macOS on Apple Silicon and Intel (native Metal renderer), Linux, Steam Deck.
## Why Open Engine
Game developers need a powerful, modern engine that is theirs: open source, owned by the community that uses it, and built on current ideas about how an engine should work. An MIT engine with no product and no monetization inside it cannot change its terms underneath your game or cancel the feature you depend on because it stopped paying; and it is built so an AI assistant can reach everything a person can. The whole answer, including why AI is part of it, is in WHY-OPEN-ENGINE.md and at openengine.dev/why.
## Foundation
- Open source, MIT licensed.
- A modern C++20 code base.
- Hot-reloadable C# scripting on CoreCLR (.NET 10).
- Native C++ scripting.
- A modern renderer built on Vulkan, Metal and WebGPU.
- A cross-platform editor for Windows, macOS, Linux and the web. Yes, the editor runs in the browser.
- An ECS built on a true data-oriented design.
- UI driven by CSS layout and XML, in the editor and in games.
- Built for AI-assisted development: a bundled MCP server and CLI let AI agents drive the running editor, and an in-editor AI assistant ships as a preview. See docs/getting-started/mcp-setup.mdx.
## Try it in the browser
Live examples, built from the engine and published with each release (WebGPU):
- Model viewer: sample models or your own `.glb`, orbit and pan, time of day, exposure, and the model's animation clips.
- Instancing: one model drawn up to 100,000 times, each copy an entity.
The library behind them is `@game-crafters-guild/openengine-web` (`npm install @game-crafters-guild/openengine-web@alpha`); its README is the guide. The examples' source and the built package live in opengine-web.
## Build
Prerequisites on Windows: Visual Studio 2026 with the *Desktop development with C++* workload (includes CMake, Ninja and Git), the .NET 10 SDK and a Vulkan-capable GPU driver.
 [code] 
The first configure bootstraps vcpkg and builds the third-party dependencies once (expect tens of minutes); every build after that is incremental. macOS and Linux build the same Editor through their own presets (`macos-arm64-local`, `linux-x64-local`); platform prerequisites, the Ninja fast build, Steam Deck, tests and troubleshooting are in BUILD.md. With the editor running, Your first project creates a project, saves a scene and exports a game.
## Repository layout
 [code] 
## Community
This is an alpha: APIs and file formats may change between releases.