Free Heroes of Might and Magic II (fheroes2) is a recreation of HoMM2 game engine.

Overview

fheroes2

Free Heroes of Might and Magic II (fheroes2) is a recreation of HoMM2 game engine.

This open source multiplatform project, written from scratch, is designed to reproduce the original game with significant improvements in the gameplay, graphics and logic (including support for high-resolution graphics, improved AI, numerous fixes and UI improvements), breathing new life into one of the most addictive turn-based strategies.

Download and install

To download and install fheroes2 please follow the installation guide.

Github Downloads

Copyright

All rights for the original game and its resources belong to former The 3DO Company. These rights were transferred to Ubisoft. We do not encourage and do not support any form of illegal usage of the original game. We strongly advise to purchase the original game on GOG or Ubisoft Store platforms. Alternatively, you can download a free demo version of the game. Please refer to the installation guide for more information.

License

This project is licensed under the GNU General Public License v2.0.

Initially, the project was developed on sourceforge.

Contribution and Development

This repository is the place for everyone. If you want to contribute, please read more here.

To build the project from source please follow this guide.

Build status Build Status Bugs Code Smells Duplicated Lines (%) Total alerts

Donation

We accept donations via Patreon or PayPal. All donations will be used only for the future project development as we do not consider this project as a source of income by any means.

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Contacts

Follow us on social networks: Facebook or VK. We also have a Discord channel to discuss the development of the project.

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FAQ

You can find answers to the most common questions on our F.A.Q. page.

Comments
  • Build SDL_Mixer with FluidSynth on Windows

    Build SDL_Mixer with FluidSynth on Windows

    fix #237 fix #2009 fix #2901 fix #5528 fix #5569 fix #5622

    Related to #5047 - it fixes the resumption of MIDI music (at least on Windows).

    Current issues:

    1. ~If music type is changed during the game at least once from MIDI to external (or vice versa), then the game waits for something on exit. Maybe this could be cured by using the latest SDL_Mixer or latest FluidSynth (both are not latest in the vcpkg port database), but maybe (although doubtful) it is somehow related to our code~ FIXED by building the app with the latest SDL_mixer (2.6.1);
    2. ~Build times are HUGE, because we need to build libs by hand. I added the cache, but sometimes (when the cache is not used) build may take more than 1 hour~ FIXED by installing vcpkg tree from fork. This fork should be updated only episodically - when the new version of some library is released and we want to use it. In this circumstances the cache helps well - package installation takes just a few dozens of seconds;
    3. MIDI sounds a bit different, but we can try different sound fonts (~BTW sound fonts are also HUGE - dozens or even hundreds of megabytes~ FIXED by adding support for SF3 (compressed) SoundFont format);
    4. ~This will work only with SDL2. I even temporarily removed the Windows build with SDL1 because MSVC project structure was changed slightly and adaptation of scripts for SDL1 is still to be done~ FIXED: script adaptation is performed.
    bug improvement Windows deployment audio high priority GitHub Actions 
    opened by oleg-derevenetz 152
  • German translation

    German translation

    Here's a German translation I wish to contribute, and I'd like to ask everyone to invite German-speaking reviewers they might know. My German is pretty basic, so I just machine-translated most of the phrases, trying to fix them the best I could, especially regarding game terminology and the use of pronouns.

    As with French, I tried to stick to GoG version terminology for:

    • world map locations
    • artifacts
    • monsters
    • spells
    • resources

    German has the same "polite you" feature as French, so:

    • the game addresses the player with polite "you"
    • the player's subjects in the game use polite "you"
    • the enemies and unfriendly event characters use regular "you"

    Now, I suppose my work is filled with all kinds of mistakes. I'd like to ask reviewers to concentrate on recurring issues in the first place, such as:

    • wrong verb tense being used in certain phrase types
    • wrong choice of recurring words, such as creature/monster/unit, view/show, allow/enable, etc

    I'm not trying to sneak poor work in, I just want to say that fixing every single typo in this PR is going to take a very long time, so it would be more efficient to accept a translation with a bunch of mistakes, and then make additional PRs fixing them: that would allow several people to work in parallel, without the need to merge 3000+ lines.

    improvement translation 
    opened by dimag0g 56
  • Extra sounds while playing MIDI music on Xubuntu 20.04

    Extra sounds while playing MIDI music on Xubuntu 20.04

    Your question

    When I start the game, I hear two tunes, one on top of the other - the usual background midi music and some awful pipes on top. Is it possible to turn off these nightmarish pipes? Thank you.

    Additional info

    No response

    bug Linux audio awaiting feedback 
    opened by lua-rocks 52
  • Refine battle pathfinding using a recursive greedy depth-limited approach

    Refine battle pathfinding using a recursive greedy depth-limited approach

    Hi all,

    I don't know if it's really worth it (considering the new (Dijkstra's based?) pathfinding engine from battle_pathfinding.cpp), but here is my proposal of greedy (in the sense of making the locally optimal choice at each stage) recursive pathfinding algorithm as a possible temporary replacement for old GetAStarPath(). This algorithm may be suboptimal in some situations, but it is simple and (at first sight) it shows much better results than old (in my opinion, weird or incorrectly implemented A* based) pathfinding algorithm, especially in the case of wide units.

    Anyway, there is definitely one useful commit in this PR that fixes Board::GetDistance() function. Previous implementation gave incorrect results in a number of cases.

    fix #2951

    improvement logic 
    opened by oleg-derevenetz 51
  • Extended spell/monster info

    Extended spell/monster info

    I don't know if it's by design, but comparing to HoMM 3 there's no extended unit info in troop info dialog. For example, Mummies curse, Liches do attack with death cloud, Griffons always retaliate and so on. For example, this function: https://github.com/ihhub/fheroes2/blob/master/src/fheroes2/dialog/dialog_armyinfo.cpp#L255 can be extended to output all such info and it can made as configurable option (I can make a PR). The real question in this case is, what is the single source of truth for monsters data? XML files seem pretty outdated.

    Same goes for spells – there's no information of damage inflicted, which makes it pretty hard to use...

    improvement question ui 
    opened by lyssdod 50
  • Cursor management cleanup

    Cursor management cleanup

    Cleanup cursor management (mostly, there are still some places that count on the cursor visibility as a redraw indicator). As a continuation of #3402.

    improvement ui 
    opened by oleg-derevenetz 49
  • Game settings window, opinion and suggestions regarding the options

    Game settings window, opinion and suggestions regarding the options

    I did a little study of the different options available in the "Game Settings" window. Here is my opinion and suggestions regarding these options.

    Mandatory by default:

    • game: autosave on Currently this option is enabled by default.

    • world: use unique artifacts for secondary skills Currently this option is not enabled by default. This option affects artifacts related to the secondary skills Scouting, Mysticism and Necromancy. In the original game, if the hero has multiple copies of one of these artifacts, the bonus is only counted once (hero's vision area, etc.). Scouting --Telescope: +1 square to hero's viewing range. Mysticism --Power Ring: +2 additional spell points restored to the hero (a total of 3 spell points restored with the spell point restored by the hero at the start of each turn). Necromancy --Spade of Necromancy: +10% of Skeletons generated at the end of a combat. When this option is not activated, all the bonuses of artifacts related to these three secondary skills are counted multiple times. This is a very interesting option but it should be possible to set it separately for each secondary skill to allow precise tuning according to the user's wishes (separate settings for Scouting, Mysticism and Necromancy). (https://github.com/ihhub/fheroes2/issues/2336)

    • heroes: remember move points for retreat/surrender result Currently this option is not enabled by default. In the original game, the hero recovers all of his movement points when the hero is recruited. I consider this to be a bug. In fheroes2, it is possible to use this option to remedie this.

    Must have:

    • game: remember last focus This option makes the last hero/castle selected when the player ends his turn automatically be selected in the next turn.

    • battle: show damage info This option can be improved, I already have some ideas. (https://github.com/ihhub/fheroes2/issues/1624) Edit: Should be integrated into the program with the possibility to be activated/deactivated with the keyboard key "F5".

    • world: show visited content from objects Currently this option is enabled by default. It may be desirable to leave this option enabled by default, even if it does not match how the original game works, as it is a very nice game improvement. This option also acts, in a hidden way, on the display of the terrain penalty in the information window in the squares adjacent to the hero. This feature should have a separate setting (https://github.com/ihhub/fheroes2/issues/2575).

    • world: Wind/Water Mills and Magic Garden can be captured I really like this option, because it removes unnecessary and tedious micromanagement from the game.

    • world: scouting skill show extended content info This option needs to be improved, and I already have a more complete idea for it. (https://github.com/ihhub/fheroes2/issues/1506)

    • world: Eagle Eye also works like Scholar in H3. Related to Heroes 3. This option needs to be improved and there are some bugs. I planned a tweak for the Eagle Eye skill and I have a skill suggestion (Learning) that does much the same thing. (https://github.com/ihhub/fheroes2/discussions/2990)

    • world: ban plagues months This option can prevent "unintentional" reloads of the game.

    • heroes: allow buy a spellbook from Shrines This option is very nice, but the price of the book in the shrines is too high for my liking. Edit: A cost of 500 Gold in all Shrines as in a Mage Guild is high enough (instead of a different price in each type of Shrine). (https://github.com/ihhub/fheroes2/discussions/3384)

    • heroes: in Arena can choose any of primary skills This option is very interesting, I wonder why it is not automatically integrated into the original game. The power of knowledge should not be underestimated, and in addition the graphic is already present in the game files. This option is related to "The Price of Loyalty" expansion. Folders and files from the expansion are necessary.

    Useful:

    • game: always confirm for rewrite savefile

    • game: show info system Displays the time and the number of frames per second. Edit: Could be integrated into the program with the possibility of being activated/deactivated with a keyboard key.

    • game: autosave will be made at the beginning of the day This option can be useful to avoid having to wait for AI players turn.

    • game: offer to continue the game afer victory condition I know someone interested in this option.

    • world: allow set guardian to objects Related to Heroes 3. This option can be improved.

    • world: ban for WeekOf/MonthOf Monsters

    • world: Months Of Monsters do not place creatures on map

    • battle: show army order This option can be interesting, especially for new players. Edit: Should be integrated into the program with the possibility to be activated/deactivated with the keyboard key "F6".

    • world: Neutral armies scale with game difficulty (https://github.com/ihhub/fheroes2/pull/1872) If you enable the option army counts are simply multiplied by: Normal - 100% Hard - 130% Expert - 160% Impossible - 190%

    • world: show terrain penalty This option displays the terrain penalty according to the selected hero taking into account the hero's secondary skill Pathfinding.

    • castle: allow gardians This option can be interesting. I haven't tested it extensively. This option needs to be improved.

    Bugged:

    • game: use fade This option is bugged. The effects should be integrated the same as in the original game and this option should be removed.

    Related to Heroes 3:

    • unions: allow meeting heroes This option can be interesting. Edit: This option is bugged, see post below.

    • unions: allow castle visiting This option can be interesting. This option crashes the game when a hero visits an ally's castle in two-human multiplayer mode. Edit: This option is bugged, see post below.

    • battle: soft wait troop

    • battle: reverse wait order (fast, average, slow) This option can only work if the "battle: soft wait troop" option is activated, however activating the "battle: reverse wait order (fast, average, slow)" option does not automatically activate the "battle: soft wait troop" option. Edit: Could be integrated into the program with the possibility of being activated/deactivated with a keyboard key.

    These options will not be necessary in the future: These options are intended to bring difficulty to the player. I doubt they will be used by the majority of players. Also, since the AI will be improved and there will be a very difficult mode, they are not really necessary anymore.

    • world: Starting heroes as Loss Conditions for Human Players This option can be frustrating, but useful for players who want a challenge.

    • world: Only 1 hero can be hired by the one player every week This option can be frustrating, but useful for players who want a challenge.

    • world: each castle allows one hero to be recruited every week This option can be frustrating, but useful for players who want a challenge.

    • world: use unique artifacts for resource affecting This option does not currently work. (https://github.com/ihhub/fheroes2/issues/2337) This option can be frustrating, but useful for players who want a challenge.

    • heroes: recruit cost to be dependent on hero level This option can be frustrating, but useful for players who want a challenge.

    • castle: higher mage guilds regenerate more spell points/turn (20/40/60/80/100%) This option can be frustrating, but useful for players who want a challenge.

    These options should be adapted:

    • world: use unique artifacts for primary skills This option can be frustrating, but useful for players who want a challenge. Currently, this option also affects artifacts related to movement on land and ocean and it is not possible to make fheroes2 work the same as the original game because of this. This option affects artifacts related to the primary skills Attack, Defense, Spell Power and Knowledge. When this option is activated, all the bonuses of artifacts related to these four primary skills are counted only once. This is not the way the original game works where all bonuses from artifacts are counted. This option also affects artifacts related to the secondary skills "Logistics" (movement on land) and Navigation. "Logistics" (movement on land) -- Nomad Boots of Mobility: +6 Moves (600 points). -- True Compass of Mobility: +5 Moves (500 points) on land and ocean. -- Traveller's Boots of Mobility: +3 Moves (300 points). Navigation -- Sailor's Astrolabe of Mobility: +10 Moves (1000 points) on ocean. -- True Compass of Mobility: +5 Moves (500 points) on land and ocean. When this option is not activated, the bonuses of artifacts related to these two secondary skills are counted several times. This is not the way the original game works where bonuses from these artifacts are counted only once. As you can see, currently it is not possible to make fheroes2 work the same as the original game. If the option is not enabled, the bonuses of movement artifacts on the land and on the ocean are counted multiple times, which is not the case in the original game. And if the option is enabled to remedy this problem, the bonuses of artifacts related to the four primary skills are only taken into account once, which is not the case in the original game. I suggest moving the setting for the secondary skills "Logistics" and Navigation in the option "world: use unique artifacts for secondary skills" (with separate setting for Logistics/Navigation as proposed). (https://github.com/ihhub/fheroes2/issues/2335)

    • world: use unique artifacts for moral/luck (currently not available) Currently this option is not enabled by default. In the original game, if the hero has multiple copies of the same artifact, the bonus is counted only once. And in fheroes2, when this option is not activated, the info window does not give correct information when the hero has several copies of the same artifact, examples "Medals of Valor +2", "Fizbins of Misfortune -4". (https://github.com/ihhub/fheroes2/issues/1300) The possibility to cumulate the effects of multiple copies of the same Morale and Luck artifact is a good option in my opinion because it reduces micromanagement between heroes and reduces the frustration of having artifacts taking up space for nothing.

    Related to "The Price of Loyalty" expansion. Folders and files from the expansion are necessary.

    • world: Crystal Ball also added Identify Hero and Visions spells Edit: With this option enabled, the "Identify Hero" and "Visions" spells are available in the hero's Magic Book as long as the Crystal Ball artifact is present in the hero's inventory. The description of this option can be confusing and should be replaced: "world: Crystal Ball temporarily inscribes the "Identify Hero" and "Visions" spells in the hero's magic book" It can be an interesting option for the game.

    • world: disable Barrow Mounds I have a very interesting idea for ghosts.

    • heroes: allow transcribing scrolls (needs: Eye Eagle skill) This option has the effect of permanently inscribing the temporary spell of a spell scroll in the hero's magic book. This is a very nice option. Edit: Adjustment for the option: https://github.com/ihhub/fheroes2/issues/2466.

    There are spelling mistakes and presentation irregularities in this window, it would be nice that a native english speaker checks this window.

    I will report the bugs mentioned in this post later.

    I will suggest other options to improve the gameplay and make the game more user friendly.

    Edit 2020/12/25.

    Managing options and user preferences with a better GUI: https://github.com/ihhub/fheroes2/discussions/2472.

    improvement question 
    opened by LeHerosInconnu 44
  • Scroll with mouse key on gamearea

    Scroll with mouse key on gamearea

    With this you can move the section on the gamearea with the right mouse button.

    Facilitates the operation on the Steam Deck immensely.

    Unfortunately, I'm not that much of a C++ expert at the moment and my knowledge of the codebase is also limited.

    Done ~~Could still need some support here for:~~

    • ~~Clean integration (not so hacky)~~
    • ~~Faster refresh when scrolling, currently it's a bit laggy~~
    • ~~quickinfos outside the gamearea should not hide the menu after moving the mouse while pressing the right mouse button~~
    • ~~ignore scrolling at the edge of the screen while pressing the right mouse button~~
    improvement ui 
    opened by Laserlicht 43
  • Add initial build for Android Studio

    Add initial build for Android Studio

    This is a very basic setup of Android Studio build with many unsolved issues such as:

    • release build requires signing
    • the path in internal storage is org.libsdl.app
    • source code of SDL2 and SDL2 mixer must be put under android/app/jni directory
    • source code of fheroes2 directory subfolders must be put under android/app/jni/src (we shouldn't do this but for POC it is that this way)
    • settings for the application are not set
    • midi music does not work and etc and etc

    However, you can build a debug version and run it on an Android device. I do not have one so I tested on an emulator using Android Studio on Windows.

    All comments and recommendations are welcome as I have limited knowledge in Android development but we need to make such step to move forward.

    Thing to be done in this PR:

    • [x] fix SonarQube analysis
    • [x] fix path for compilation of fheroes2 source code
    improvement script Android 
    opened by ihhub 41
  • Luck/Morale effects happen randomly in battle on each re-load.

    Luck/Morale effects happen randomly in battle on each re-load.

    Preliminary checks

    Platform

    Windows

    Describe the bug

    Steps:

    1. Start a battle by hero with some luck/morale bonus (save the game before battle).
    2. Make some moves to make luck/morale effect happened. For example, hero's gargoyles received additional move cause of morale bonus. Then, next hero's unit - centaurs - did not receive it.
    3. Quit battle, load saved game.

    Result:

    • In original Heroes 2 this sequence of events will happen on every re-load (gargoyles received morale effect, centaurs not). Game could be re-loaded million times - you will receive exactly the same sequence (if your moves were the same too).
    • On fheroes2 sequence is random. For example, on first re-load gargoyles will receive morale effect, on second re-load - centaurs will, on third - nobody (or both), etc..

    It is very important to support original behavior.

    Save file

    Experienced this issue in almost every battle.

    Additional info

    fheroes 0.9.6, Win10, GOG dosbox

    improvement logic 
    opened by ivanychag 40
  • Rework of experimental options

    Rework of experimental options

    Preliminary checks

    Describe the problem requiring a solution

    Since there are always ongoing debates about whether to keep or remove certain experimental options we need to make a clear way how to deal with them.

    Describe the possible solution

    I suggest to do these steps:

    • [ ] add a configuration option to enable and disable all experimental options in the game. With the disabled state there is no way to change them or even load them with save files (controversial)
    • [ ] save them in a separate file format which supports extension in the future
    • [ ] handle issues with options being loaded from save files which update global state of these options within the game
    • [ ] add a clear indicator that the game is being played with these options being enabled (an icon perhaps on the Adventure Map)
    • [ ] propose a new dialog for these options to keep the same style of the game. Each option should follow the guide from the wiki page. We might stick to one set of sprites to turning on or off. Alternatively, we can use checkboxes but popup windows with a full description must be present. The page must contain a message telling that these options change the core gameplay and can lead to unexpected consequences.
    • [ ] add an indicator that a save file contains enabled experimental options
    • [ ] add an indicator that a high score was achieved with the enabled options
    • [ ] add a question dialog for users which do not have these options enabled (global configuration flag) while they are loading a save file with the options
    • [ ] add a way to show the options for campaign scenarios
    • [ ] rename experimental options into something more game-style friendly

    Additional info

    No response

    improvement ui logic 
    opened by ihhub 39
  • Make an option to toggle screen scaling type

    Make an option to toggle screen scaling type

    With introduction of "fake" full screen mode for Windows it is visible that the picture is blurred with linear mode. To cover needs of everyone we are adding a new configuration option to choose pixelated image or blurred. By default it is linear.

    relates to #5373 relates to #2238 relates to #4946

    improvement ui 
    opened by ihhub 1
  • Install the latest Microsoft Visual C++ Redistributable package using Inno Setup

    Install the latest Microsoft Visual C++ Redistributable package using Inno Setup

    Related to #6276

    I have a few notes though:

    1. We download the redistributable package installer from the MS website via a permalink without any verification. Hash verification is useless here, because we don't control "the other side" and I suspect that there will be silent regular updates for that package, but maybe we can use at least the digital signature verification. We can try to figure this out.
    2. When vcredist.exe updates libraries in SYSTEM32, Inno Setup detects this and suggests to reboot the system. I can turn it off, but I'm not sure that I need to do this. @ihhub what do you think?
    3. Currently Inno Setup always runs the vcredist.exe in the quiet mode (no GUI, no questions), and this is on purpose - if we will ask the average user "Do you want to install blah-blah-blah package?", he will say "what package?...", so this question is mostly useless. But we can offer vcredist installation as an option, if someone brings arguments that it's better this way.
    improvement Windows deployment 
    opened by oleg-derevenetz 0
  • Add proper support for Anbernic devices

    Add proper support for Anbernic devices

    Your question

    Is it possible to emulate mouse with keyboard? In old version of the game I had the following:

    emulate mouse left = 276
    emulate mouse right = 275
    emulate mouse up = 273
    emulate mouse down = 274
    emulate press left = 306
    emulate press right = 308
    

    Is this feature still supported?

    Additional info

    No response

    improvement 
    opened by Shatur 12
  • Hexagon shading improvement (Battlefield)

    Hexagon shading improvement (Battlefield)

    In addition to #6216: made generation of two hexagon shadows.

    • shadow that fits the grid изображение

    • shadow with 3px space between hexagons for use without grid изображение

    (Cursor shadow size is set to fit the grid.)

    improvement ui 
    opened by Districh-ru 1
Releases(0.9.21)
Owner
Ihar Hubchyk
Computer vision researcher and developer
Ihar Hubchyk
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