The Vertices Engine is the in-house developed game engine from @VirtexEdgeDesign & @rtroe based in and built from the ground up in C#. It uses @MonoGame as it’s back end allowing it to run cross platform on PC, OSX, Linux, iOS and Android.
There are recently released Nuget packages which can be found through the badge links below so that users can play around with Vertices on their own machines.
STATUS
Platform | Build Status | Nuget Package |
---|---|---|
DesktopGL | ||
Android | ||
iOS | ||
DirectX |
IN-GAME SANDBOX FOR RAPID LEVEL DESIGN
A number of Vertices games are sandbox based, and so the engine is built an integrated in-game editor to add, modify and change a game on the fly.
INTEGRATED TERRAIN EDITOR
CUSTOMIZABLE AND SINKABLE GUI SYSTEM
Vertices supports a number of GUI elements from basic buttons and toolbars to more advanced Ribbon Bars and Property Grib controls.
INTEGRATED DEBUG SYSTEM
To help with game development and profiling, Vertices comes with a number of debug profilers and tools.
FARSEER AND BEPU PHYSICS LIBRARY SUPPORT
Vertices comes with physics support for BEPU and Farseer.
NETWORKING
Vertices uses Lidgren to handle it’s netcode back end, and is integrated into the engine, allowing for fast prototyping of networked games.
RENDERING PIPELINE
Vertices comes with a extensible and plug-and-play renderering pipeline. There is a more indepth look at the renderering pipeline over at Virtex’s main site here.
DEFERRED RENDERER
CASCADE SHADOW MAPPING
CREPUSCULAR RAYS(GOD RAYS)
SCREEN SPACE REFLECTIONS
SSAO
MOTION BLUR
DEPTH OF FIELD
EMISSIVE MATERIALS
RENDERERING DEBUG
The renderering pipeline comes with a number of debug options as well, allowing to see what the scene looks like at each stage of the pre and post processing.
SUPPORT
Verties is in active development currently and therefore may have some bugs. You can open issues here or get in touch with us on Twitter through the links at the top.