Run3 Game Engine is produced and coded by Sgw32, a leader of SGL team.
Run3 combines modern GFX, sound, physics, game developing tools such as map editor.
All technology is runtime, so you don't need to recompile it.
With Run3 you can create your own FPS-shooter game. You doesn't need to be an experienced programmer to start creating games on it, just use
map-editor, write sequence-file and play!
However, Run3 is not released and you would be able to create games and mods on it after releasing the first game on it!
Run3 will be free for uncommercial purposes and very cheap for paid games.
A powerful combination of game components makes Run3 very comfortable for creating FPS-games ,and cheap for business.
Current version of the engine - 0.8 Alpha
Since v0.8 Run3 supports advanced per-pixel shadow mapping with high-detail textures with such components as specular, normal and ambient
occlusion. Now GFX of engine is almost very good.
RunEdit map editor for Run3 can help you to create your own maps for your games and modding my team's games, Run3 Game Sequences can help
you to put advanced game objects and NPCs on your map and make your map more interesting and exciting.
However, RunEdit is discontinued and I'll start making a new DCC mapping tool for my engine.
Run3 supports 6 techniques of shadows, 3 of them are standard OGRE shadows.
The first type of shadow-mapping is Run3Shadow:
Per-pixel lighting with soft shadows with SSAO, normal and specular mapping.
Run3 supports Cube-mapping materials, where cubemap is affected by reflection intensity and normal map:
Also Supports many effects, such as Glow, Radial Blur, Color Correction, Drug Effects, Glass Effects.
Run3 supports mirrors.
Also, Run3 supports Depth Shadowmapping, and Next-Gen shader, but both of them give a very non-realistic view.
Newton Game Dynamics, a famous physycs engine. For example, this engine is integrated in "Penumbra" game!
Run3 uses OpenAL and Audiere.
A 3d sound using OpenAL.
Can play up to 16 sounds at one time, my own wrapper for OAL dynamicly loads and unloads sounds.
For music Run3 uses Audiere. A large amount of formats are supported.
Run3 can load music modules(XM MOD,etc)
RunEdit, a developing map editor. Now supports only object and light placing.
An early progress screenshot[OLD}:
Licensed under BSD and available for download!
Discontinued. I'll start making a new editor soon.
A new map editor - High Voltage. Based on NewEditor by Seregvan. He gave my permission to use it..
Run3 supports triggers, doors, change-levels, buttons, relays and ingame computers,NPCs.
Everything uses Lua!
Run3 supports CaduneTree studio! You can generate many types of trees using Cadune Tree, and make them in a visual editor. Then you can easily insert them to the game engine!
A screenshot with trees:
Yes, CaduneTree is not a SpeedTree, but it's free and open-source with MIT license!
Greetz to vojtek87 who is a Cadune Tree coder!
Run3 uses Lua, a very popular scripting system. I use it for scenery scripting and computer/weapon/npc programming.
Also, Run3 maps are scripted using XML and configs are scripted in easy Ogre config format.
Lua in Run3 now has many functions in it - you can open/toggle doors, play sounds, turn on/of lights, control NPC.
Now is in the early state of development. Will support event system and pathfinding, AI relationships and scenes. Now AI supports pathfinding very well.
I want to separate a game engine to commercial and proprietary versions, first for a game development teams, second for modding games on it, but
now I have only commercial game engine for develop first 2 games on it.
Run3 weapon system is absolutely unique.
Now Run3 supports 4 weapons - a tactical weapon with bullets(for shotguns, smg-s and pistols), super-weapon(for gravity-guns, shock rifles, rail guns etc), melee weapon(just for killing enemies manually, you can make a crowbar, a punch weapon) and Lua Weapon(scripted with lua);
The most interesting feature is that all 4 weapons are the templates, so you can make nearly an infinite count of weapons!
Every weapon from a template has it's own template settings such as muzzle flash material, bullet count, sounds, type of weapon(single shot or auto) and others.
Setting up a weapon is much easier than in any game engine - you need to add just ~10 lines of settings! No scripting no coding!
When Run3 will support moduling, it will be possible to make your own weapons not from a template, but it will be much more difficult for coding.
Run3 is using Ogre Hydrax!
That makes our water system very realistic and we have many prospects with it!
(from official description)
Run3 map system is very flexible. You can place many types of objects, including primitives and physycs object, lights, particle systems, billboards, clippings. Run3 provides many types of environment settings, such as environment light, fog, sounds, sky.
An important part of map system is sequence files. They conatin nearly full information about gameplay and dynamic events. Using them you can place NPCs, scripts, triggers, doors and many other types of objects.
Ogre3d as main 3d-engine
OpenAL as main sound-engine
Newton Game Dynamics as main physics engine
AIR3 System as main AI system, AIR3 System is my AI solution for Ogre3D.
Lua and XML as scripting system
Theora Video as video system
DotScene XTended as map loader
A game DLL
The license is MIT (minimal restrictions with it).
There is a source-code repository on GitHub:
The engine will be useless without a documentation. You can read some articles on Wiki:
The source code is on C++ written in Visual Studio 2003. Unfortunately, it is a very old compiler. The development of Run3, as the development of a first game on Run3 -The Long Way, lasted for years.
Although, with documentation, building Run3 is not a difficult task.
With a source code, you can make some mods for The Long Way game.
API of Lua scripts will be added soon.
Wiki repository will be extended and updated.
The near future of engine is being decided. It will depend on a solution, what engine I will use for the future of "The Long Way".
Leave a comment if you have something to say!
"The Long Way" is released after the long development.
We are glad to present the trailer of the game. Release is scheduled for 27th October 2017. The focus of development is on a character animation, AI-systems...
The game development progress, latest tasks and beta-test readiness.
The game is available for download. Powered by Run3 Game Engine.
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The Long Way is a sci-fi first person shooter game. This game is about a very big political conspiracy, which went out of control and had a very bad consequences...
Infinitum Gyrationis is a game about nothing. There is nobody around. Nothing was before, and the future is the same.
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Where is link? Where download?
Repository is in the latest news article.
If you want to make games, you should start from modifying released games on Run3.
If you ask for a "minimal toolkit", unfortunately it is not released. I'll make it in my spare time, maybe.
The Long Way Demo is released. Check it's page for download.
this is very impressive i will try this if it ever becomes a free development kit for mods and indie. :) very neat graphics.
wouldnt mind making a game with this
why's everything so green?
It's a green fog on old map. The first map of the engine:) Now I use it only for tests. I'll delete all this green images when I'll have a good maps & models. I'm not a modeller or a mapper, I'm coder,and my models aren't very good, but my engine supports all shaders to make a good GFX.
well Sgw32 i was surprise to see ur name here, i never knew you ha ur own engine? i might think about using this for 28 marines later
Yes Run3 Engine is supported only by myself. The engine will be very good and very friendly for modding, but now it's not released, it hasn't got any playable AI tactics, the biggest problem of the engine is an optimization... It's very demanding on hardware. I know your game 28 marines later. If found it very interesting and weapons were very detailed, but my engine isn't enough to create this game on it for now, sorry:( My engine haven't any public playable demo, but I'm going to make a tech-demo something about the next month...
I might have to provide you an updates of the engine, but I'm in 3 teams now, and it's dificult to provide them all a working version of an engine. Now my goal is to make a properly optimization with LODs, weapon system(now is the most interesting feature of the engine! a weapon based on a template, without any C++ or lua scripting, just configs), adding dynamic items and make a good demo of an AI. I might have disappointed you, but criticism motivates my project to grow!
no dissapointment lol after we see how we go with this game we might do more and maybe use you engine later on when its done
Ok! Anyway - thank you!