Wave Engine alternatives and similar packages
Based on the "Game" category.
Alternatively, view Wave Engine alternatives based on common mentions on social networks and blogs.
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MonoGame
One framework for creating powerful cross-platform games. -
Xenko
Xenko is a 2D/3D cross-platform game engine featuring a scene editor, particles, physically based rendering (PBR), scripting, and much more -
Nez
Nez is a free 2D focused framework that works with MonoGame and FNA -
BEPUphysics
Pure C# 3D real time physics simulation library, now with a higher version number. -
CocosSharp
CocosSharp is a C# implementation of the Cocos2D and Cocos3D APIs that runs on any platform where MonoGame runs. -
https://github.com/devtodev-analytics/winstore-sdk
devtodev SDK for Windows and Windows Phone
Access the most powerful time series database as a service
* Code Quality Rankings and insights are calculated and provided by Lumnify.
They vary from L1 to L5 with "L5" being the highest.
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README
Evergine Samples
This repository contains all the samples code that are part of any topic under the last Evergine stable version based on .NET 6.
We are using different Github repositories to make it easy to download each of them individually. The complete list of samples is using Evergine 2022.9.28.1 and to build these you only need to restore the Nuget dependencies and build the project respectively.
Samples list.
XR Sample
This demo shows how you can use Evergine in an VR application using OpenXR. In this sample you can control a robot arm using your motion controllers
[XR sample](Images/xrsample.jpg)
Source Code: https://github.com/EvergineTeam/XRSample
Raytracing Demo
This is a toy path tracer that shows how to implement advanced raytracing effects as Soft Shadows, Ambient Occlusion, Global Illumination, or Antialiasing using the common raytracing API include in Evergine.
[Path tracer Demo](Images/Raytracing.png)
Source Code: https://github.com/EvergineTeam/Raytracing
Automotive Demo
This demo shows how you can use Evergine in an automotive application environment. It uses a simple WPF user interface integration with Evergine to control different parts of the car.
[alt Automotive Demo](Images/AutomotiveDemo.jpg)
Source Code: https://github.com/EvergineTeam/Automotive-Demo
Smart City Demo
This demo uses a backed map 3D model to implement a simple interaction and navigation.
[alt Smart City Demo](Images/SmartcityDemo.jpg)
Source Code: https://github.com/EvergineTeam/SmartCityDemo
Digital Twin Demo
Digital Twin Web application sample (WebGL) based on a solar energy field. It simulates a time-lapse and how users could check different measurements related to tracker angles, voltage, or intensity.
[alt Digital Twin Demo](Images/DigitalTwinDemo.jpg)
Source Code: https://github.com/EvergineTeam/DigitalTwin-Demo
Mixed Reality Demo
Evergine.MRTK is a project that provides a set of components and features used to accelerate cross-platform XR application development in Evergine.
[alt MRTKDemo](Images/MRTKDemo.jpg)
Source Code: https://github.com/EvergineTeam/MixedRealityToolkit
UI API integrations
This demo shows how you can integrate Evergine in an application using the WindowSystem. The Windows Forms and SDL uses the full window to render the application and the WPF sample demonstrates a way to include a Evergine renderer and how it can interact with WPF controls.
[alt UIAPIIntegrationsDemo](Images/UIAPIIntegrationsDemo.jpg)
Source Code: https://github.com/EvergineTeam/UIWindowSystemsDemo
Particles demo
This demo uses the power of compute shaders to simulate differents particle system scenarios.
[alt Particle Demo](Images/ParticlesDemo.jpg)
Source Code: https://github.com/EvergineTeam/ParticlesSample
Area Lights demo
This demo uses the Evergine Area Light capabilities to create special soft light effects.
[alt AreaLightsDemo](Images/AreaLightsDemo.jpg)
Source Code: https://github.com/EvergineTeam/AreaLightsDemo
The standard post-processing graph
This demo scene uses Evergine with .NET 6 support. The new Post-processing graph is used with several effects such as Screen Space Ambient Occlusion (SSAO), Screen Space Reflection (SSR), Temporal Antialiasing (TAA), Depth of Field (DoF), Bloom, and Tonemapping and you can check it on DirectX11, DirectX12, and Vulkan.
[alt PostProcessingDemo](Images/PostProcessingStackDemo.jpg)
Source Code: https://github.com/EvergineTeam/PostProcessing
ImGui, ImPlot, ImGuizmo and ImNodes demo
This sample shows how to use the ImGui extension in Evergine. The sample includes code for test the ImGui, ImPlot, ImGuizmo and ImNodes.
[alt ImGui Demo](Images/ImGuiDemo.jpg)
Source Code: https://github.com/EvergineTeam/ImGui-Demo
Low Level API
Set of samples using the Low-Level abstraction API over Vulkan, DirectX, OpenGL, Metal.
[alt LowLevelAPIDemo](Images/LowLevelAPIDemo.jpg)
Source Code: https://github.com/EvergineTeam/LowLevelAPIDemo